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const VerticalBlurShader = {
uniforms: {
tDiffuse: { value: null },
v: { value: 1 / 512 }
},
vertexShader: (
/* glsl */
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
),
fragmentShader: (
/* glsl */
`
uniform sampler2D tDiffuse;
uniform float v;
varying vec2 vUv;
void main() {
vec4 sum = vec4( 0.0 );
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
gl_FragColor = sum;
}
`
)
};
export {
VerticalBlurShader
};
//# sourceMappingURL=VerticalBlurShader.js.map

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