"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const HorizontalTiltShiftShader = {
  uniforms: {
    tDiffuse: { value: null },
    h: { value: 1 / 512 },
    r: { value: 0.35 }
  },
  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;
    uniform float r;

    varying vec2 vUv;

    void main() {

    	vec4 sum = vec4( 0.0 );

    	float hh = h * abs( r - vUv.y );

    	sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
    	sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
    	sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
    	sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
    	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;

    	gl_FragColor = sum;

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