Partially implement a framebuffer object for bluring shadows
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@@ -1,6 +1,6 @@
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#version 430 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 winSizea;
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layout (location = 1) in vec2 texCoor;
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out vec4 vParams;
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out vec2 vWinSize;
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@@ -0,0 +1,11 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform sampler2D screenTexture;
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void main()
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{
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fColor = texture(screenTexture, vTexPos);
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// fColor = vec4(1,1,1,0);
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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