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							- ( function () {
 
- 	/**
 
-  * 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;
 
- 		}`
 
- 	};
 
- 	THREE.HorizontalBlurShader = HorizontalBlurShader;
 
- } )();
 
 
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