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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 = "iblShadowGBufferDebugPixelShader"; const shader = `varying vUV : vec2f;var textureSamplerSampler : sampler;var textureSampler : texture_2d<f32>;var depthSamplerSampler : sampler;var depthSampler : texture_2d<f32>;var normalSamplerSampler : sampler;var normalSampler : texture_2d<f32>;var positionSamplerSampler : sampler;var positionSampler : texture_2d<f32>;var velocitySamplerSampler : sampler;var velocitySampler : texture_2d<f32>;uniform sizeParams : vec4f; #define offsetX uniforms.sizeParams.x #define offsetY uniforms.sizeParams.y #define widthScale uniforms.sizeParams.z #define heightScale uniforms.sizeParams.w @fragment fn main(input : FragmentInputs)->FragmentOutputs {var uv : vec2f= vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth : vec4f=textureSample(depthSampler,depthSamplerSampler,input.vUV);var worldNormal: vec4f=textureSample(normalSampler,normalSamplerSampler,input.vUV);var worldPosition : vec4f=textureSample(positionSampler,positionSamplerSampler,input.vUV);var velocityLinear : vec4f=textureSample(velocitySampler,velocitySamplerSampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear = vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5, velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const iblShadowGBufferDebugPixelShaderWGSL = { name, shader }; //# sourceMappingURL=iblShadowGBufferDebug.fragment.js.map