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@@ -1,4 +1,4 @@
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-import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, convertToTexture, nodeObject } from 'three/tsl';
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+import { float, Fn, vec2, uv, sin, rand, TWO_PI, cos, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, convertToTexture, nodeObject } from 'three/tsl';
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/**
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* Applies a hash blur effect to the given texture node.
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@@ -41,7 +41,8 @@ export const hashBlur = /*#__PURE__*/ Fn( ( [ textureNode, bluramount = float( 0
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Loop( { start: 0., end: repeats, type: 'float' }, ( { i } ) => {
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- const q = vec2( vec2( cos( degrees( i.div( repeats ).mul( 360. ) ) ), sin( degrees( i.div( repeats ).mul( 360. ) ) ) ).mul( rand( vec2( i, targetUV.x.add( targetUV.y ) ) ).add( bluramount ) ) );
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+ const angle = i.div( repeats ).mul( TWO_PI ).toConst();
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+ const q = vec2( cos( angle ), sin( angle ) ).mul( rand( vec2( i, targetUV.x.add( targetUV.y ) ) ).add( bluramount ) );
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const uv2 = vec2( targetUV.add( q.mul( bluramount ) ) );
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blurred_image.addAssign( tap( uv2 ) );
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