UNPKG

@babylonjs/core

Version:

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.

35 lines 1.23 kB
// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "glowMapMergePixelShader"; const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>; #ifdef EMISSIVE var textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>; #endif uniform offset: f32; #define CUSTOM_FRAGMENT_DEFINITIONS @fragment fn main(input: FragmentInputs)->FragmentOutputs { #define CUSTOM_FRAGMENT_MAIN_BEGIN var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV); #ifdef EMISSIVE baseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset; #else baseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a)); #ifdef STROKE var alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha); #endif #endif #if LDR baseColor=clamp(baseColor,vec4f(0.),vec4f(1.0)); #endif fragmentOutputs.color=baseColor; #define CUSTOM_FRAGMENT_MAIN_END } `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const glowMapMergePixelShaderWGSL = { name, shader }; //# sourceMappingURL=glowMapMerge.fragment.js.map