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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 = "taaPixelShader"; const shader = `varying vUV: vec2f;var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>; #ifdef TAA_REPROJECT_HISTORY var historySamplerSampler: sampler;var velocitySampler: texture_2d<f32>; #endif uniform factor: f32;@fragment fn main(input: FragmentInputs)->FragmentOutputs {let pos=vec2i(fragmentInputs.position.xy);let c=textureLoad(textureSampler,pos,0); #ifdef TAA_REPROJECT_HISTORY let v=textureLoad(velocitySampler,pos,0);var h=textureSample(historySampler,historySamplerSampler,input.vUV+v.xy); #else var h=textureLoad(historySampler,pos,0); #endif #ifdef TAA_CLAMP_HISTORY var cmin=vec4f(1);var cmax=vec4f(0);for (var x=-1; x<=1; x+=1) {for (var y=-1; y<=1; y+=1) {let c=textureLoad(textureSampler,pos+vec2i(x,y),0);cmin=min(cmin,c);cmax=max(cmax,c);}} h=clamp(h,cmin,cmax); #endif fragmentOutputs.color= mix(h,c,uniforms.factor);} `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const taaPixelShaderWGSL = { name, shader }; //# sourceMappingURL=taa.fragment.js.map