"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const THREE = require("three"); const TriangleBlurShader = { uniforms: { texture: { value: null }, delta: { value: /* @__PURE__ */ new THREE.Vector2(1, 1) } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` #include #define ITERATIONS 10.0 uniform sampler2D texture; uniform vec2 delta; varying vec2 vUv; void main() { vec4 color = vec4( 0.0 ); float total = 0.0; // randomize the lookup values to hide the fixed number of samples float offset = rand( vUv ); for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) { float percent = ( t + offset - 0.5 ) / ITERATIONS; float weight = 1.0 - abs( percent ); color += texture2D( texture, vUv + delta * percent ) * weight; total += weight; } gl_FragColor = color / total; } ` ) }; exports.TriangleBlurShader = TriangleBlurShader; //# sourceMappingURL=TriangleBlurShader.cjs.map