{
	"contexts": [
		{
			"name": "blur_pass_x",
			"depth_write": false,
			"compare_mode": "always",
			"cull_mode": "none",
			"links": [
				{
					"name": "dirInv",
					"link": "_vec2xInv"
				}
			],
			"texture_params": [],
			"vertex_shader": "../include/pass.vert.glsl",
			"fragment_shader": "blur_pass.frag.glsl"
		},
		{
			"name": "blur_pass_y",
			"depth_write": false,
			"compare_mode": "always",
			"cull_mode": "none",
			"links": [
				{
					"name": "dirInv",
					"link": "_vec2yInv"
				}
			],
			"texture_params": [],
			"vertex_shader": "../include/pass.vert.glsl",
			"fragment_shader": "blur_pass.frag.glsl"
		},
		
		
		{
			"name": "blur_pass_x2",
			"depth_write": false,
			"compare_mode": "always",
			"cull_mode": "none",
			"links": [
				{
					"name": "dirInv",
					"link": "_vec2x2Inv"
				}
			],
			"texture_params": [],
			"vertex_shader": "../include/pass.vert.glsl",
			"fragment_shader": "blur_pass.frag.glsl"
		},
		{
			"name": "blur_pass_y2",
			"depth_write": false,
			"compare_mode": "always",
			"cull_mode": "none",
			"links": [
				{
					"name": "dirInv",
					"link": "_vec2y2Inv"
				}
			],
			"texture_params": [],
			"vertex_shader": "../include/pass.vert.glsl",
			"fragment_shader": "blur_pass.frag.glsl"
		}
	]
}