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"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const TriangleBlurShader = {
uniforms: {
texture: { value: null },
delta: { value: /* @__PURE__ */ new THREE.Vector2(1, 1) }
},
vertexShader: (
/* glsl */
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
),
fragmentShader: (
/* glsl */
`
#include <common>
#define ITERATIONS 10.0
uniform sampler2D texture;
uniform vec2 delta;
varying vec2 vUv;
void main() {
vec4 color = vec4( 0.0 );
float total = 0.0;
// randomize the lookup values to hide the fixed number of samples
float offset = rand( vUv );
for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
float percent = ( t + offset - 0.5 ) / ITERATIONS;
float weight = 1.0 - abs( percent );
color += texture2D( texture, vUv + delta * percent ) * weight;
total += weight;
}
gl_FragColor = color / total;
}
`
)
};
exports.TriangleBlurShader = TriangleBlurShader;
//# sourceMappingURL=TriangleBlurShader.cjs.map

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