package ig0; public final class a extends u82.a { /* renamed from: i reason: collision with root package name */ public final String f87673i = "u_texelWidthOffset"; /* renamed from: j reason: collision with root package name */ public final String f87674j = "u_texelHeightOffset"; public a() { super(false); } @Override // u82.a public String a() { return "#define ARRAY_CNT 5\nprecision mediump float;\nuniform sampler2D tex_sampler;\nvarying vec2 v_texcoord;\n\nuniform float u_texelWidthOffset;\nuniform float u_texelHeightOffset;\n\nvec3 blur() {\n // horizontal, vertical\n vec2 offset = vec2(u_texelHeightOffset, u_texelWidthOffset);\n // weight kernal size=3x3, sigma=1\n // sample count = 9\n // [http://dev.theomader.com/gaussian-kernel-calculator/]\n float weight[ARRAY_CNT];\n weight[0] = 0.195346;\n weight[1] = 0.123317;\n weight[2] = 0.077847;\n weight[3] = 0.123317;\n weight[4] = 0.077847;\n vec3 sum = texture2D(tex_sampler, v_texcoord).rgb * weight[0];\n for (int i = 1; i < ARRAY_CNT; i++) {\n sum += texture2D(tex_sampler, v_texcoord\n + vec2(float(i) * offset)).rgb * weight[i];\n sum += texture2D(tex_sampler, v_texcoord\n - vec2(float(i) * offset)).rgb * weight[i];\n }\n return sum;\n}\nvoid main()\n{\n vec3 sum = blur();\n gl_FragColor = vec4(sum, 1.0);\n}"; } }