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	HostShader: fix Gaussian filter.
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				| @ -63,8 +63,8 @@ void main() { | ||||
|     // TODO(Blinkhawk): This code can be optimized through shader group instructions. | ||||
|     vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; | ||||
|     vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; | ||||
|     vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; | ||||
|     vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; | ||||
|     vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb; | ||||
|     vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; | ||||
|     vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); | ||||
|     color = vec4(combination + base, 1.0f); | ||||
| } | ||||
|  | ||||
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