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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "lodCubePixelShader"; const shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;uniform lod: f32;uniform gamma: i32;@fragment fn main(input: FragmentInputs)->FragmentOutputs {let uv=fragmentInputs.vUV*2.0-1.0; #ifdef POSITIVEX fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x),uniforms.lod); #endif #ifdef NEGATIVEX fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x),uniforms.lod); #endif #ifdef POSITIVEY fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x),uniforms.lod); #endif #ifdef NEGATIVEY fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x),uniforms.lod); #endif #ifdef POSITIVEZ fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv,1.001),uniforms.lod); #endif #ifdef NEGATIVEZ fragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,vec3f(uv,-1.001),uniforms.lod); #endif if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}} `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const lodCubePixelShaderWGSL = { name, shader }; //# sourceMappingURL=lodCube.fragment.js.map