export declare const fragmentSource: "\n precision highp float;\n uniform sampler2D uTexture;\n uniform vec2 uDelta;\n varying vec2 vTexCoord;\n const float nSamples = 15.0;\n vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\n float random(vec3 scale) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\n }\n void main() {\n vec4 color = vec4(0.0);\n float totalC = 0.0;\n float totalA = 0.0;\n float offset = random(v3offset);\n for (float t = -nSamples; t <= nSamples; t++) {\n float percent = (t + offset - 0.5) / nSamples;\n vec4 sample = texture2D(uTexture, vTexCoord + uDelta * percent);\n float weight = 1.0 - abs(percent);\n float alpha = weight * sample.a;\n color.rgb += sample.rgb * alpha;\n color.a += alpha;\n totalA += weight;\n totalC += alpha;\n }\n gl_FragColor.rgb = color.rgb / totalC;\n gl_FragColor.a = color.a / totalA;\n }\n "; //# sourceMappingURL=blur.d.ts.map