+ combine_shader.attach_shader(get_fullscreen_vertex_shader());
+ combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+ combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
+ combine_shader.link();
+
+ blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
+ blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
+
+ blur_shdata_common.uniform("source", 0);