| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263 | ( 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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