@babylonjs/core
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33 lines • 1.3 kB
JavaScript
// 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>;
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));
}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const passCubePixelShaderWGSL = { name, shader };
//# sourceMappingURL=passCube.fragment.js.map