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#version 450
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#include "std/filters.glsl"
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uniform sampler2D tex;
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uniform vec2 screenSizeInv;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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// 4X resolve
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fragColor = textureSS(tex, texCoord, screenSizeInv / 4.0);
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}
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