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diff --git a/src/graphics/shaders/horizshadow.frag b/src/graphics/shaders/horizshadow.frag
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+//
+// libavg - Media Playback Engine.
+// Copyright (C) 2003-2011 Ulrich von Zadow
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// Current versions can be found at www.libavg.de
+//
+
+uniform float u_Width;
+uniform int u_Radius;
+uniform sampler2D u_KernelTex;
+uniform sampler2D u_Texture;
+uniform vec2 u_Offset;
+
+#ifndef FRAGMENT_ONLY
+varying vec2 v_TexCoord;
+varying vec4 v_Color;
+#endif
+
+void main(void)
+{
+ float sum = 0.;
+ float dx = dFdx(v_TexCoord.x);
+ for (int i=-u_Radius; i<=u_Radius; ++i) {
+ float a = texture2D(u_Texture,
+ v_TexCoord-u_Offset+vec2(float(i)*dx,0)).a;
+ float coeff = texture2D(u_KernelTex, vec2((float(i+u_Radius)+0.5)/u_Width,0)).r;
+ sum += a*coeff;
+ }
+ gl_FragColor = vec4(sum, sum, sum, sum);
+}