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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 = "iblGenerateVoxelMipPixelShader"; const shader = `precision highp float;precision highp sampler3D;varying vec2 vUV;uniform sampler3D srcMip;uniform int layerNum;void main(void) {ivec3 Coords=ivec3(2)*ivec3(gl_FragCoord.x,gl_FragCoord.y,layerNum);uint tex = uint(texelFetch(srcMip,Coords+ivec3(0,0,0),0).x>0.0f ? 1u : 0u) << 0u | uint(texelFetch(srcMip,Coords+ivec3(1,0,0),0).x>0.0f ? 1u : 0u) << 1u | uint(texelFetch(srcMip,Coords+ivec3(0,1,0),0).x>0.0f ? 1u : 0u) << 2u | uint(texelFetch(srcMip,Coords+ivec3(1,1,0),0).x>0.0f ? 1u : 0u) << 3u | uint(texelFetch(srcMip,Coords+ivec3(0,0,1),0).x>0.0f ? 1u : 0u) << 4u | uint(texelFetch(srcMip,Coords+ivec3(1,0,1),0).x>0.0f ? 1u : 0u) << 5u | uint(texelFetch(srcMip,Coords+ivec3(0,1,1),0).x>0.0f ? 1u : 0u) << 6u | uint(texelFetch(srcMip,Coords+ivec3(1,1,1),0).x>0.0f ? 1u : 0u) << 7u;glFragColor.rgb=vec3(float(tex)/255.0f,0.0f,0.0f);glFragColor.a=1.0;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const iblGenerateVoxelMipPixelShader = { name, shader }; //# sourceMappingURL=iblGenerateVoxelMip.fragment.js.map