@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.
18 lines • 1.25 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
const name = "sharpenPixelShader";
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform sharpnessAmounts: vec2f;
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var onePixel: vec2f= vec2f(1.0,1.0)/uniforms.screenSize;var color: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var edgeDetection: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(0,-1)) +
textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(-1,0)) +
textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(1,0)) +
textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(0,1)) -
color*4.0;fragmentOutputs.color=max(vec4f(color.rgb*uniforms.sharpnessAmounts.y,color.a)-(uniforms.sharpnessAmounts.x* vec4f(edgeDetection.rgb,0)),vec4f(0.));}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const sharpenPixelShaderWGSL = { name, shader };
//# sourceMappingURL=sharpen.fragment.js.map