lockscreen background
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uniform sampler2D image;
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out vec4 FragmentColor;
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uniform float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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uniform float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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void main(void) {
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FragmentColor = texture2D(image, vec2(gl_FragCoord) / 1024.0) * weight[0];
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for (int i=1; i<3; i++) {
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FragmentColor +=
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texture2D(image, (vec2(gl_FragCoord) + vec2(0.0, offset[i])) / 1024.0)
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* weight[i];
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FragmentColor +=
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texture2D(image, (vec2(gl_FragCoord) - vec2(0.0, offset[i])) / 1024.0)
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* weight[i];
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}
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}
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