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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/helperFunctions.js"; import "./ShadersInclude/importanceSampling.js"; import "./ShadersInclude/pbrBRDFFunctions.js"; import "./ShadersInclude/hdrFilteringFunctions.js"; const name = "hdrIrradianceFilteringPixelShader"; const shader = `#include<helperFunctions> #include<importanceSampling> #include<pbrBRDFFunctions> #include<hdrFilteringFunctions> uniform samplerCube inputTexture; #ifdef IBL_CDF_FILTERING uniform sampler2D icdfTexture; #endif uniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=irradiance(inputTexture,direction,vFilteringInfo #ifdef IBL_CDF_FILTERING ,icdfTexture #endif );gl_FragColor=vec4(color*hdrScale,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const hdrIrradianceFilteringPixelShader = { name, shader }; //# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map