| 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" */const VerticalBlurShader = {	uniforms: {		'tDiffuse': { value: null },		'v': { 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 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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