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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "lightProxyPixelShader"; const shader = `flat varying vOffset: u32;flat varying vMask: u32;uniform tileMaskResolution: vec3f;var<storage,read_write> tileMaskBuffer: array<atomic<u32>>;@fragment fn main(input: FragmentInputs)->FragmentOutputs {let maskResolution=vec2u(uniforms.tileMaskResolution.yz);let tilePosition=vec2u(fragmentInputs.position.xy);let tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y+fragmentInputs.vOffset;atomicOr(&tileMaskBuffer[tileIndex],fragmentInputs.vMask);} `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const lightProxyPixelShaderWGSL = { name, shader }; //# sourceMappingURL=lightProxy.fragment.js.map