@babylonjs/core
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35 lines • 1.23 kB
JavaScript
// 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>;
var textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;
uniform offset: f32;
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {
var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);
baseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;
baseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));
var alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);
baseColor=clamp(baseColor,vec4f(0.),vec4f(1.0));
fragmentOutputs.color=baseColor;
}
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const glowMapMergePixelShaderWGSL = { name, shader };
//# sourceMappingURL=glowMapMerge.fragment.js.map