text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import { Vector2 } from '../math/Vector2.js'
  var FreiChenShader = {
  
  	uniforms: {
  
  		"tDiffuse": { value: null },
  		"aspect":    { value: new Vector2( 512, 512 ) }
  	},
  
  	vertexShader: [
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  			"vUv = uv;",
  			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  		"}"
  
  	].join( "\n" ),
  
  	fragmentShader: [
  
  		"uniform sampler2D tDiffuse;",
  		"varying vec2 vUv;",
  
  		"uniform vec2 aspect;",
  
  		"vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
  		"mat3 G[9];",
  
  		// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
  
  		"const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
  		"const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
  		"const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
  		"const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
  		"const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
  		"const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
  		"const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
  		"const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
  		"const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
  
  		"void main(void)",
  		"{",
  
  			"G[0] = g0,",
  			"G[1] = g1,",
  			"G[2] = g2,",
  			"G[3] = g3,",
  			"G[4] = g4,",
  			"G[5] = g5,",
  			"G[6] = g6,",
  			"G[7] = g7,",
  			"G[8] = g8;",
  
  			"mat3 I;",
  			"float cnv[9];",
  			"vec3 sample;",
  			"for (float i=0.0; i<3.0; i++) {",
  				"for (float j=0.0; j<3.0; j++) {",
  					"sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
  					"I[int(i)][int(j)] = length(sample);",
  				"}",
  			"}",
  			"for (int i=0; i<9; i++) {",
  				"float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
  				"cnv[i] = dp3 * dp3;",
  			"}",
  
  			"float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
  			"float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
  
  			"gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
  		"}"
  
  	].join( "\n" )
  };
  
  export { FreiChenShader }
  