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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "lodCubePixelShader"; const shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform int gamma;void main(void) {vec2 uv=vUV*2.0-1.0; #ifdef POSITIVEX gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod); #endif #ifdef NEGATIVEX gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod); #endif #ifdef POSITIVEY gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod); #endif #ifdef NEGATIVEY gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod); #endif #ifdef POSITIVEZ gl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod); #endif #ifdef NEGATIVEZ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod); #endif if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}} `; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const lodCubePixelShader = { name, shader }; //# sourceMappingURL=lodCube.fragment.js.map