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const int KernelSize = 8;
uniform vec2 Offset2f[KernelSize];
uniform vec4 KernelValue4f[KernelSize];
void main(void)
{
int i;
vec4 sum = vec4(0.0);
vec4 tmp = gl_Color;
vec2 rg, ba;
gl_Position = gl_Vertex;
rg = Offset2f[4];
ba = Offset2f[5];
gl_FrontColor = KernelValue4f[0] * vec4(rg, ba);
}
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