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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"; 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> var inputTextureSampler: sampler;var inputTexture: texture_cube<f32>; #ifdef IBL_CDF_FILTERING var icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>; #endif uniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo #ifdef IBL_CDF_FILTERING ,icdfTexture,icdfTextureSampler #endif );fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const hdrIrradianceFilteringPixelShaderWGSL = { name, shader }; //# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map