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@babylonjs/gui

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For usage documentation please visit the [GUI documentation](https://doc.babylonjs.com/features/featuresDeepDive/gui/).

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// Do not edit. import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js"; const name = "mrdlFrontplatePixelShader"; const shader = `uniform vec3 cameraPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Relative_To_Height_;uniform float _Filter_Width_;uniform vec4 _Edge_Color_;uniform float _Fade_Out_;uniform bool _Smooth_Edges_;uniform bool _Blob_Enable_;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_Inner_Fade_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform float _Blob_Pulse_Max_Size_;uniform bool _Blob_Enable_2_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Inner_Fade_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Gaze_Intensity_;uniform float _Gaze_Focus_;uniform sampler2D _Blob_Texture_;uniform float _Selection_Fuzz_;uniform float _Selected_;uniform float _Selection_Fade_;uniform float _Selection_Fade_Size_;uniform float _Selected_Distance_;uniform float _Selected_Fade_Length_;uniform float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;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 Scale_Color_B54( vec4 Color, float Scalar, out vec4 Result) {Result=Scalar*Color;} void Scale_RGB_B50( vec4 Color, float Scalar, out vec4 Result) {Result=vec4(Scalar,Scalar,Scalar,1)*Color;} void Proximity_Fragment_B51( float Proximity_Max_Intensity, float Proximity_Near_Radius, vec4 Deltas, float Show_Selection, float Distance_Fade1, float Distance_Fade2, float Strength, out float Proximity) {float proximity1=(1.0-clamp(length(Deltas.xy)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade1;float proximity2=(1.0-clamp(length(Deltas.zw)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade2;Proximity=Strength*(Proximity_Max_Intensity*max(proximity1,proximity2) *(1.0-Show_Selection)+Show_Selection);} void Blob_Fragment_B56( vec2 UV, vec3 Blob_Info, sampler2D Blob_Texture, out vec4 Blob_Color) {float k=dot(UV,UV);Blob_Color=Blob_Info.y*texture(Blob_Texture,vec2(vec2(sqrt(k),Blob_Info.x).x,1.0-vec2(sqrt(k),Blob_Info.x).y))*(1.0-clamp(k,0.0,1.0));} void Round_Rect_Fragment_B61( float Radius, vec4 Line_Color, float Filter_Width, float Line_Visibility, vec4 Fill_Color, bool Smooth_Edges, vec4 Rect_Parms, out float Inside_Rect) {float d=length(max(abs(Rect_Parms.zw)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);Inside_Rect=Smooth_Edges ? clamp((Radius-d)/dx,0.0,1.0) : 1.0-step(Radius,d);} void main() {float Is_Quad_Q53;Is_Quad_Q53=vNormal.z;vec4 Blob_Color_Q56;Blob_Fragment_B56(vUV,vTangent,_Blob_Texture_,Blob_Color_Q56);float X_Q52;float Y_Q52;float Z_Q52;float W_Q52;X_Q52=vExtra3.x;Y_Q52=vExtra3.y;Z_Q52=vExtra3.z;W_Q52=vExtra3.w;float Proximity_Q51;Proximity_Fragment_B51(_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vExtra2,X_Q52,Y_Q52,Z_Q52,1.0,Proximity_Q51);float Inside_Rect_Q61;Round_Rect_Fragment_B61(W_Q52,vec4(1,1,1,1),_Filter_Width_,1.0,vec4(0,0,0,0),_Smooth_Edges_,vExtra1,Inside_Rect_Q61);vec4 Result_Q50;Scale_RGB_B50(_Edge_Color_,Proximity_Q51,Result_Q50);vec4 Result_Q47=Inside_Rect_Q61*Blob_Color_Q56;vec4 Color_At_T_Q48=mix(Result_Q50,Result_Q47,Is_Quad_Q53);vec4 Result_Q54;Scale_Color_B54(Color_At_T_Q48,_Fade_Out_,Result_Q54);vec4 Out_Color=Result_Q54;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 mrdlFrontplatePixelShader = { name, shader }; //# sourceMappingURL=mrdlFrontplate.fragment.js.map