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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "convolutionPixelShader"; const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform kernel: array<f32,9>; #define CUSTOM_FRAGMENT_DEFINITIONS @fragment fn main(input: FragmentInputs)->FragmentOutputs {var onePixel: vec2f= vec2f(1.0,1.0)/uniforms.screenSize;var colorSum: vec4f = textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(-1,-1))*uniforms.kernel[0] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(0,-1))*uniforms.kernel[1] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(1,-1))*uniforms.kernel[2] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(-1,0))*uniforms.kernel[3] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(0,0))*uniforms.kernel[4] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(1,0))*uniforms.kernel[5] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(-1,1))*uniforms.kernel[6] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(0,1))*uniforms.kernel[7] + textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel* vec2f(1,1))*uniforms.kernel[8];var kernelWeight: f32 = uniforms.kernel[0] + uniforms.kernel[1] + uniforms.kernel[2] + uniforms.kernel[3] + uniforms.kernel[4] + uniforms.kernel[5] + uniforms.kernel[6] + uniforms.kernel[7] + uniforms.kernel[8];if (kernelWeight<=0.0) {kernelWeight=1.0;} fragmentOutputs.color= vec4f((colorSum/kernelWeight).rgb,1);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const convolutionPixelShaderWGSL = { name, shader }; //# sourceMappingURL=convolution.fragment.js.map