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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "selectionOutlinePixelShader"; const shader = `var maskSamplerSampler: sampler;var maskSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;varying vUV: vec2f;uniform screenSize: vec2f;uniform outlineColor: vec3f;uniform outlineThickness: f32;uniform occlusionStrength: f32;uniform occlusionThreshold: f32; #define CUSTOM_FRAGMENT_DEFINITIONS @fragment fn main(input: FragmentInputs)->FragmentOutputs { #define CUSTOM_FRAGMENT_MAIN_BEGIN let texelSize: vec2f=1.0/uniforms.screenSize;let sampleOffset: vec2f=texelSize*uniforms.outlineThickness; #if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let maskTopCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).rg;let maskTopRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).rg;let maskMiddleCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV,0.0).rg;let maskMiddleRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).rg; #endif #if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let maskTopLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,sampleOffset.y),0.0).rg;let maskMiddleLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,0.0),0.0).rg;let maskBottomRight: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,-sampleOffset.y),0.0).rg;let maskBottomCenter: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(0.0,-sampleOffset.y),0.0).rg;let maskBottomLeft: vec2f=textureSampleLevel(maskSampler,maskSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,-sampleOffset.y),0.0).rg; #endif #ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL let gradient: vec3f=vec3f( maskMiddleCenter.r-maskMiddleRight.r, maskMiddleCenter.r-maskTopCenter.r, maskMiddleCenter.r-maskTopRight.r );let edgeStrength: f32=length(gradient); #elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let gradientX: f32 = (maskTopLeft.r+2.0*maskMiddleLeft.r+maskBottomLeft.r) - (maskTopRight.r+2.0*maskMiddleRight.r+maskBottomRight.r);let gradientY: f32 = (maskBottomLeft.r+2.0*maskBottomCenter.r+maskBottomRight.r) - (maskTopLeft.r+2.0*maskTopCenter.r+maskTopRight.r);let edgeStrength: f32=length(vec2f(gradientX,gradientY)); #endif let outlineMask: f32=step(0.5,edgeStrength); #if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let depthTopCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,sampleOffset.y),0.0).r;let depthTopRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+sampleOffset,0.0).r;let depthMiddleCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV,0.0).r;let depthMiddleRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,0.0),0.0).r; #endif #if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let depthTopLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,sampleOffset.y),0.0).r;let depthMiddleLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,0.0),0.0).r;let depthBottomRight: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(sampleOffset.x,-sampleOffset.y),0.0).r;let depthBottomCenter: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(0.0,-sampleOffset.y),0.0).r;let depthBottomLeft: f32=textureSampleLevel(depthSampler,depthSamplerSampler,fragmentInputs.vUV+vec2f(-sampleOffset.x,-sampleOffset.y),0.0).r; #endif #if defined(OUTLINELAYER_SAMPLING_TRIDIRECTIONAL) || defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let occlusionTopCenter: f32=step(uniforms.occlusionThreshold,abs(maskTopCenter.g-depthTopCenter));let occlusionTopRight: f32=step(uniforms.occlusionThreshold,abs(maskTopRight.g-depthTopRight));let occlusionMiddleCenter: f32=step(uniforms.occlusionThreshold,abs(maskMiddleCenter.g-depthMiddleCenter));let occlusionMiddleRight: f32=step(uniforms.occlusionThreshold,abs(maskMiddleRight.g-depthMiddleRight)); #endif #if defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) let occlusionTopLeft: f32=step(uniforms.occlusionThreshold,abs(maskTopLeft.g-depthTopLeft));let occlusionMiddleLeft: f32=step(uniforms.occlusionThreshold,abs(maskMiddleLeft.g-depthMiddleLeft));let occlusionBottomRight: f32=step(uniforms.occlusionThreshold,abs(maskBottomRight.g-depthBottomRight));let occlusionBottomCenter: f32=step(uniforms.occlusionThreshold,abs(maskBottomCenter.g-depthBottomCenter));let occlusionBottomLeft: f32=step(uniforms.occlusionThreshold,abs(maskBottomLeft.g-depthBottomLeft)); #endif var occlusionFactor: f32=occlusionMiddleCenter; #ifdef OUTLINELAYER_SAMPLING_TRIDIRECTIONAL occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionMiddleRight); #elif defined(OUTLINELAYER_SAMPLING_OCTADIRECTIONAL) occlusionFactor=min(occlusionFactor,occlusionTopCenter);occlusionFactor=min(occlusionFactor,occlusionTopRight);occlusionFactor=min(occlusionFactor,occlusionTopLeft);occlusionFactor=min(occlusionFactor,occlusionMiddleRight);occlusionFactor=min(occlusionFactor,occlusionMiddleLeft);occlusionFactor=min(occlusionFactor,occlusionBottomRight);occlusionFactor=min(occlusionFactor,occlusionBottomCenter);occlusionFactor=min(occlusionFactor,occlusionBottomLeft); #endif let finalOutlineMask: f32=outlineMask*(1.0-uniforms.occlusionStrength*occlusionFactor);fragmentOutputs.color=vec4f(uniforms.outlineColor,finalOutlineMask); #define CUSTOM_FRAGMENT_MAIN_END } `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const selectionOutlinePixelShaderWGSL = { name, shader }; //# sourceMappingURL=selectionOutline.fragment.js.map