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										 |  |  | #version 450 | 
					
						
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							|  |  |  | #include "compiled.inc" | 
					
						
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										 |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | uniform vec3 PPComp8; | 
					
						
							|  |  |  | #endif | 
					
						
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										 |  |  | uniform sampler2D tex; | 
					
						
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							|  |  |  | in vec2 texCoord; | 
					
						
							|  |  |  | out vec4 fragColor; | 
					
						
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							|  |  |  | void main() { | 
					
						
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										 |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		fragColor.a = 0.01 * PPComp8.z; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		fragColor.a = 0.01 * autoExposureSpeed; | 
					
						
							|  |  |  | 	#endif | 
					
						
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										 |  |  | 	fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb + | 
					
						
							|  |  |  | 					textureLod(tex, vec2(0.2, 0.2), 0.0).rgb + | 
					
						
							|  |  |  | 					textureLod(tex, vec2(0.8, 0.2), 0.0).rgb + | 
					
						
							|  |  |  | 					textureLod(tex, vec2(0.2, 0.8), 0.0).rgb + | 
					
						
							|  |  |  | 					textureLod(tex, vec2(0.8, 0.8), 0.0).rgb; | 
					
						
							|  |  |  | 	fragColor.rgb /= 5.0; | 
					
						
							|  |  |  | } |