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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"; const name = "iblScaledLuminancePixelShader"; const shader = `#include<helperFunctions> #ifdef IBL_USE_CUBE_MAP var iblSourceSampler: sampler;var iblSource: texture_cube<f32>; #else var iblSourceSampler: sampler;var iblSource: texture_2d<f32>; #endif uniform iblHeight: i32;uniform iblWidth: i32;fn fetchLuminance(coords: vec2f)->f32 { #ifdef IBL_USE_CUBE_MAP var direction: vec3f=equirectangularToCubemapDirection(coords);var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb; #else var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,coords,0.0).rgb; #endif return dot(color,LuminanceEncodeApprox);} @fragment fn main(input: FragmentInputs)->FragmentOutputs {var deform: f32=sin(input.vUV.y*PI);var luminance: f32=fetchLuminance(input.vUV);fragmentOutputs.color=vec4f(vec3f(deform*luminance),1.0);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const iblScaledLuminancePixelShaderWGSL = { name, shader }; //# sourceMappingURL=iblScaledLuminance.fragment.js.map