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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 { clipPlaneFragmentDeclaration } from "./ShadersInclude/clipPlaneFragmentDeclaration.js"; import { logDepthDeclaration } from "./ShadersInclude/logDepthDeclaration.js"; import { clipPlaneFragment } from "./ShadersInclude/clipPlaneFragment.js"; import { logDepthFragment } from "./ShadersInclude/logDepthFragment.js"; const name = "outlinePixelShader"; const shader = `#ifdef LOGARITHMICDEPTH #extension GL_EXT_frag_depth : enable #endif uniform vec4 color; #ifdef ALPHATEST varying vec2 vUV;uniform sampler2D diffuseSampler; #endif #include<clipPlaneFragmentDeclaration> #include<logDepthDeclaration> #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) { #define CUSTOM_FRAGMENT_MAIN_BEGIN #include<clipPlaneFragment> #ifdef ALPHATEST if (texture2D(diffuseSampler,vUV).a<0.4) discard; #endif #include<logDepthFragment> gl_FragColor=color; #define CUSTOM_FRAGMENT_MAIN_END }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } const includes = [clipPlaneFragmentDeclaration, logDepthDeclaration, clipPlaneFragment, logDepthFragment]; for (const inc of includes) { if (!ShaderStore.IncludesShadersStore[inc.name]) { ShaderStore.IncludesShadersStore[inc.name] = inc.shader; } } /** @internal */ export const outlinePixelShader = { name, shader }; //# sourceMappingURL=outline.fragment.js.map