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| THREE.VerticalBlurShader = { |
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| uniforms: { |
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| "tDiffuse": { value: null }, |
| "v": { value: 1.0 / 512.0 } |
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| }, |
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| vertexShader: [ |
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| "varying vec2 vUv;", |
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| "void main() {", |
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| "vUv = uv;", |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
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| "}" |
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| ].join( "\n" ), |
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| fragmentShader: [ |
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| "uniform sampler2D tDiffuse;", |
| "uniform float v;", |
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| "varying vec2 vUv;", |
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|
| "void main() {", |
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| "vec4 sum = vec4( 0.0 );", |
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|
| "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;", |
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|
| "}" |
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|
| ].join( "\n" ) |
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| }; |
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|