| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758 | 
							- /**
 
-  * 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"
 
-  */
 
- var HorizontalBlurShader = {
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'h': { value: 1.0 / 512.0 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform float h;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec4 sum = vec4( 0.0 );
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
 
- 			sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
 
- 			gl_FragColor = sum;
 
- 		}`
 
- };
 
- export { HorizontalBlurShader };
 
 
  |