text: /**
   * 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
   */
  
  THREE.HorizontalTiltShiftShader = {
  
  	uniforms: {
  
  		'tDiffuse': { value: null },
  		'h': { 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 );',
  
  		'}'
  
  	].join( '\n' ),
  
  	fragmentShader: [
  
  		'uniform sampler2D tDiffuse;',
  		'uniform float h;',
  		'uniform float r;',
  
  		'varying vec2 vUv;',
  
  		'void main() {',
  
  		'	vec4 sum = vec4( 0.0 );',
  
  		'	float hh = h * abs( r - vUv.y );',
  
  		'	sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;',
  		'	sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;',
  
  		'	gl_FragColor = sum;',
  
  		'}'
  
  	].join( '\n' )
  
  };
  