"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const VerticalBlurShader = {
  uniforms: {
    tDiffuse: { value: null },
    v: { 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 v;

  varying vec2 vUv;

  void main() {

    vec4 sum = vec4( 0.0 );

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

    gl_FragColor = sum;

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