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  1. POgl_LastFragData for blurring the entire scene
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    1. CONot using this extension, `gl_LastFragData` is part of a non-standard extension to GLES created by Apple ([`EXT_shader_framebuffer_fetch`](http://www.khronos.org/registry/gles/extensions/EXT/EXT_shader_framebuffer_fetch.txt)). All it really does is allow you to read the fragment that would have served as the `destination` during blending; in other words, it enables a crude form of programmable blending by exposing something that honestly does not belong in fragment shaders to begin with (reading from the framebuffer). For image processing kernels, this extension really will not help.
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    2. COI should probably clarify; NV created the original framebuffer_fetch extension (same name, `NV` prefix), but the one you are working with is based on Apple's spec. You only have access to the framebuffer at your fragment's location using this, so in order to do convolution you still have to resort to ping-ponging between different input and output buffers. In GL4 you can effectively do this with image load/store, which largely does away with the need for an extension like this one.
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    3. COOk, so you're suggesting that I don't use this extension and instead go back to a method using CCRenderTexture to render the scene to a texture and work off of that? I thought that this was just a slicker, more efficient and easier to read way to do that. But if it's that limited I won't use it.
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