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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"; const name = "openpbrBackgroundTransmission"; const shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.); #ifdef REFRACTED_BACKGROUND {let refractionLOD: f32=min(transmission_roughness,0.8)*uniforms.vBackgroundRefractionInfos.x;let lodTexelSize: f32=pow(2.0f,refractionLOD-uniforms.vBackgroundRefractionInfos.x); #ifdef DISPERSION { #ifdef REFRACTION_HIGH_QUALITY_BLUR {var dispResult: vec3f=vec3f(0.0);var dispWeight: vec3f=vec3f(0.0);let noiseOffset: vec2f=noise.xy*select(0.0f,lodTexelSize,refractionLOD>0.0f);for (var k: i32=0; k<6; k++) {let t: f32=(f32(k)+noise.y)/6.0f;let t_rg: f32=clamp(t*2.0f,0.0f,1.0f);let t_gb: f32=clamp((t-0.5f)*2.0f,0.0f,1.0f);let refVec: vec3f=mix(mix(refractedViewVectors[0],refractedViewVectors[1],t_rg),refractedViewVectors[2],t_gb);let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refVec*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;let s: vec4f=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD);let rw: f32=max(0.0f,1.0f-2.0f*t);let gw: f32=max(0.0f,1.0f-abs(2.0f*t-1.0f));let bw: f32=max(0.0f,2.0f*t-1.0f);let w: vec3f=vec3f(rw,gw,bw);dispResult+=s.rgb*w;dispWeight+=w;} slab_translucent_background=vec4f(dispResult/max(dispWeight,vec3f(1e-6)),1.0f);} #else for (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;if (refractionLOD>0.0f) {let noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD)[i];} else {slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords,0.0f)[i];}} #endif } #else {let refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;if (refractionLOD>0.0f) { #ifdef REFRACTION_HIGH_QUALITY_BLUR let cosA: f32=cos(noise.x*PI);let sinA: f32=sin(noise.x*PI);let u: vec2f=vec2f( cosA,sinA)*(0.5f*lodTexelSize);let v: vec2f=vec2f(-sinA,cosA)*(0.5f*lodTexelSize);slab_translucent_background=0.25f*( textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u+v,refractionLOD) + textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u+v,refractionLOD) + textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u-v,refractionLOD) + textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u-v,refractionLOD) ); #else let noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+noiseOffset,refractionLOD); #endif } else {slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,0.0f);}} #endif } #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const openpbrBackgroundTransmissionWGSL = { name, shader }; //# sourceMappingURL=openpbrBackgroundTransmission.js.map