UNPKG

@babylonjs/core

Version:

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.

22 lines 1.26 kB
// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/helperFunctions.js"; import "./ShadersInclude/importanceSampling.js"; import "./ShadersInclude/pbrBRDFFunctions.js"; import "./ShadersInclude/hdrFilteringFunctions.js"; const name = "iblDominantDirectionPixelShader"; const shader = `#include<helperFunctions> #include<importanceSampling> #include<pbrBRDFFunctions> #include<hdrFilteringFunctions> var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;@fragment fn main(input: FragmentInputs)->FragmentOutputs {var lightDir: vec3f=vec3f(0.0,0.0,0.0);for(var i: u32=0u; i<NUM_SAMPLES; i++) {var Xi: vec2f=hammersley(i,NUM_SAMPLES);var T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));lightDir+=Ls;} lightDir/=vec3f(f32(NUM_SAMPLES));fragmentOutputs.color=vec4f(lightDir,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const iblDominantDirectionPixelShaderWGSL = { name, shader }; //# sourceMappingURL=iblDominantDirection.fragment.js.map