"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const HorizontalBlurShader = {
  name: "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.js.map
