text: var Three = (function (exports) {
  	'use strict';
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// 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". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  	var HorizontalBlurShader = {
  
  		uniforms: {
  
  			"tDiffuse": { value: null },
  			"h":        { value: 1.0 / 512.0 }
  
  		},
  
  		vertexShader: [
  
  			"varying vec2 vUv;",
  
  			"void main() {",
  
  				"vUv = uv;",
  				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  			"}"
  
  		].join( "\n" ),
  
  		fragmentShader: [
  
  			"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;",
  
  			"}"
  
  		].join( "\n" )
  
  	};
  
  	exports.HorizontalBlurShader = HorizontalBlurShader;
  
  	return exports;
  
  }({}));
  