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". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  var 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" )
  
  };
  
  export { HorizontalTiltShiftShader }
  