Initial project import
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51
node_modules/three-stdlib/shaders/VerticalBlurShader.js
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vendored
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51
node_modules/three-stdlib/shaders/VerticalBlurShader.js
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const VerticalBlurShader = {
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uniforms: {
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tDiffuse: { value: null },
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v: { value: 1 / 512 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform float v;
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varying vec2 vUv;
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void main() {
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vec4 sum = vec4( 0.0 );
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
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gl_FragColor = sum;
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}
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`
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)
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};
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export {
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VerticalBlurShader
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};
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//# sourceMappingURL=VerticalBlurShader.js.map
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