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uniform float u_Time;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
void main()
{
vec4 color = texture2D(u_Tex0, v_TexCoord);
int j;
int i;
for(i = -4 ;i <= 4; i++)
for(j = -4; j <= 4; j++)
color += texture2D(u_Tex0, v_TexCoord + vec2(i, j)*0.003) * 0.008;
gl_FragColor = color;
}