text: ( function () {
  
  	/**
   * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
   *
   * - 9 samples per pass
   * - standard deviation 2.7
   * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
   * - "r" parameter control where "focused" horizontal line lies
   */
  	const VerticalTiltShiftShader = {
  		uniforms: {
  			'tDiffuse': {
  				value: null
  			},
  			'v': {
  				value: 1.0 / 512.0
  			},
  			'r': {
  				value: 0.35
  			}
  		},
  		vertexShader: `varying vec2 vUv;
  
  		void main() {
  
  			vUv = uv;
  			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  
  		}`,
  		fragmentShader: `uniform sampler2D tDiffuse;
  		uniform float v;
  		uniform float r;
  
  		varying vec2 vUv;
  
  		void main() {
  
  			vec4 sum = vec4( 0.0 );
  
  			float vv = v * abs( r - vUv.y );
  
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
  			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
  
  			gl_FragColor = sum;
  
  		}`
  	};
  
  	THREE.VerticalTiltShiftShader = VerticalTiltShiftShader;
  
  } )();
  