@babylonjs/core
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28 lines • 1.24 kB
JavaScript
// 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 = `
var inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;
var icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>;
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
,icdfTexture,icdfTextureSampler
);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