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/**
* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
* - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
* and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
*
* - 9 samples per pass
* - standard deviation 2.7
* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
*/
import type { IUniform, Texture } from 'three';
import type { IShader } from './types';
export type VerticalBlurShaderUniforms = {
tDiffuse: IUniform<Texture | null>;
v: IUniform<number>;
};
export interface IVerticalBlurShader extends IShader<VerticalBlurShaderUniforms> {
}
export declare const VerticalBlurShader: IVerticalBlurShader;

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