"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const HorizontalBlurShader = {
  uniforms: {
    tDiffuse: { value: null },
    h: { value: 1 / 512 }
  },
  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;

    }
  `
  )
};
exports.HorizontalBlurShader = HorizontalBlurShader;
//# sourceMappingURL=HorizontalBlurShader.cjs.map