fragment_program blur_ps glsl
{
    source blur.glsl
    default_params
    {
      param_named_auto invSMSize inverse_texture_size 0
      param_named map int 0
    }
}

material blur
{
  technique
  {
    pass
    {
      fragment_program_ref blur_ps
      {}

      texture_unit
      {
        filtering bilinear
      }
    }
  }
}
