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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "colorCorrectionPixelShader"; const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;varying vUV: vec2f;var colorTableSampler: sampler;var colorTable: texture_2d<f32>;const SLICE_COUNT: f32=16.0; fn sampleAs3DTexture(uv: vec3f,width: f32)->vec4f {var sliceSize: f32=1.0/width; var slicePixelSize: f32=sliceSize/width; var sliceInnerSize: f32=slicePixelSize*(width-1.0); var zSlice0: f32=min(floor(uv.z*width),width-1.0);var zSlice1: f32=min(zSlice0+1.0,width-1.0);var xOffset: f32=slicePixelSize*0.5+uv.x*sliceInnerSize;var s0: f32=xOffset+(zSlice0*sliceSize);var s1: f32=xOffset+(zSlice1*sliceSize);var slice0Color: vec4f=textureSample(colorTable,colorTableSampler,vec2f(s0,uv.y));var slice1Color: vec4f=textureSample(colorTable,colorTableSampler,vec2f(s1,uv.y));var zOffset: f32=((uv.z*width)%(1.0));return mix(slice0Color,slice1Color,zOffset);} #define CUSTOM_FRAGMENT_DEFINITIONS @fragment fn main(input: FragmentInputs)->FragmentOutputs {var screen_color: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);fragmentOutputs.color=sampleAs3DTexture(screen_color.rgb,SLICE_COUNT);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const colorCorrectionPixelShaderWGSL = { name, shader }; //# sourceMappingURL=colorCorrection.fragment.js.map