@babylonjs/gui
Version:
For usage documentation please visit the [GUI documentation](https://doc.babylonjs.com/features/featuresDeepDive/gui/).
60 lines • 5.39 kB
JavaScript
// Do not edit.
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
const name = "fluentBackplatePixelShader";
const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;void Round_Rect_Fragment_B31(
float Radius,
float Line_Width,
vec4 Line_Color,
float Filter_Width,
vec2 UV,
float Line_Visibility,
vec4 Rect_Parms,
vec4 Fill_Color,
out vec4 Color)
{float d=length(max(abs(UV)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);float g=min(Rect_Parms.z,Rect_Parms.w);float dgrad=max(fwidth(g)*Filter_Width,0.00001);float Inside_Rect=clamp(g/dgrad,0.0,1.0);float inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);Color=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;}
void Blob_Fragment_B71(
sampler2D Blob_Texture,
vec4 Blob_Info1,
vec4 Blob_Info2,
out vec4 Blob_Color)
{float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);}
void Line_Fragment_B48(
vec4 Base_Color,
vec4 Highlight_Color,
float Highlight_Width,
vec3 Line_Vertex,
float Highlight,
out vec4 Line_Color)
{float k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);Line_Color=mix(Base_Color,Highlight_Color,Highlight*k2);}
void Scale_RGB_B54(
vec4 Color,
float Scalar,
out vec4 Result)
{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}
void Conditional_Float_B38(
bool Which,
float If_True,
float If_False,
out float Result)
{Result=Which ? If_True : If_False;}
void main()
{float R_Q72;float G_Q72;float B_Q72;float A_Q72;R_Q72=vColor.r; G_Q72=vColor.g; B_Q72=vColor.b; A_Q72=vColor.a;vec4 Blob_Color_Q71;
float k1=dot(vExtra2.xy,vExtra2.xy);float k2=dot(vExtra3.xy,vExtra3.xy);vec3 closer=k1<k2 ? vec3(k1,vExtra2.z,vExtra2.w) : vec3(k2,vExtra3.z,vExtra3.w);Blob_Color_Q71=closer.z*texture(_Blob_Texture_,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);
Blob_Color_Q71=vec4(0,0,0,0);
vec4 Line_Color_Q48;Line_Fragment_B48(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q48);float X_Q67;float Y_Q67;X_Q67=vUV.x;Y_Q67=vUV.y;vec3 Incident_Q66=normalize(vPosition-cameraPosition);vec3 Reflected_Q60=reflect(Incident_Q66,vBinormal);float Product_Q63=Y_Q67*_Vertical_Offset_;float Dot_Q68=dot(Incident_Q66, Reflected_Q60);float Dot_Q57=dot(vNormal, Incident_Q66);float Result_Q38;Conditional_Float_B38(_Reflected_,Dot_Q68,Dot_Q57,Result_Q38);float Product_Q64=Result_Q38*_Frequency_;float Sum_Q69=Product_Q64+1.0;float Product_Q70=Sum_Q69*0.5;float Sum_Q62=Product_Q63+Product_Q70;float FractF_Q59=fract(Sum_Q62);vec2 Vec2_Q65=vec2(FractF_Q59,0.5);vec4 Color_Q58;
Color_Q58=texture(_Iridescent_Map_,Vec2_Q65);
Color_Q58=vec4(0,0,0,0);
vec4 Result_Q54;Scale_RGB_B54(Color_Q58,_Iridescence_Edge_Intensity_,Result_Q54);vec4 Result_Q55;Scale_RGB_B54(Color_Q58,_Iridescence_Intensity_,Result_Q55);vec4 Base_And_Iridescent_Q53;Base_And_Iridescent_Q53=Line_Color_Q48+vec4(Result_Q54.rgb,0.0);vec4 Base_And_Iridescent_Q56;Base_And_Iridescent_Q56=_Base_Color_+vec4(Result_Q55.rgb,0.0);vec4 Result_Q52=Base_And_Iridescent_Q53; Result_Q52.a=1.0;vec4 Result_Q35=Blob_Color_Q71+(1.0-Blob_Color_Q71.a)*Base_And_Iridescent_Q56;vec4 Color_Q31;Round_Rect_Fragment_B31(R_Q72,G_Q72,Result_Q52,_Filter_Width_,vUV,1.0,vExtra1,Result_Q35,Color_Q31);vec4 Result_Q47=_Fade_Out_*Color_Q31;vec4 Out_Color=Result_Q47;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const fluentBackplatePixelShader = { name, shader };
//# sourceMappingURL=fluentBackplate.fragment.js.map