(function( win, doc, THREE ) { //----------------------- // Shader //----------------------- var BLUR_VERTEX_SHADER = ` varying vec2 vUV; void main() { vUV = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; var BLUR_FRAGMENT_SHADER = ` uniform sampler2D texture; uniform vec2 renderSize; uniform float blur; uniform int useBlur; varying vec2 vUV; vec4 getBlurColor( ve