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60
node_modules/three/examples/js/shaders/HorizontalBlurShader.js
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node_modules/three/examples/js/shaders/HorizontalBlurShader.js
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/**
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* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
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* - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
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* and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
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*
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* - 9 samples per pass
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* - standard deviation 2.7
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* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
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*/
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THREE.HorizontalBlurShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'h': { value: 1.0 / 512.0 }
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},
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vertexShader: [
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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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].join( '\n' ),
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fragmentShader: [
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'uniform sampler2D tDiffuse;',
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'uniform float h;',
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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 - 4.0 * h, vUv.y ) ) * 0.051;',
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' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;',
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' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;',
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' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 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 + 1.0 * h, vUv.y ) ) * 0.1531;',
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' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;',
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' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;',
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' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;',
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' gl_FragColor = sum;',
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'}'
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].join( '\n' )
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};
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