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- const VerticalBlurShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'v': { value: 1.0 / 512.0 }
- },
- vertexShader: `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: `
- 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 };
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