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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "passCubePixelShader"; const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>; #define CUSTOM_FRAGMENT_DEFINITIONS @fragment fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0; #ifdef POSITIVEX fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x)); #endif #ifdef NEGATIVEX fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x)); #endif #ifdef POSITIVEY fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x)); #endif #ifdef NEGATIVEY fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x)); #endif #ifdef POSITIVEZ fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001)); #endif #ifdef NEGATIVEZ fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001)); #endif }`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const passCubePixelShaderWGSL = { name, shader }; //# sourceMappingURL=passCube.fragment.js.map