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fragment_program blur_ps glsl
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{
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source blur.glsl
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default_params
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{
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param_named_auto invSMSize inverse_texture_size 0
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param_named map int 0
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}
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}
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material blur
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{
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technique
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{
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pass
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{
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fragment_program_ref blur_ps
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{}
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|
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texture_unit
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{
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|
filtering bilinear
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}
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}
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}
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}
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