@babylonjs/viewer
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The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
27 lines (24 loc) • 2.39 kB
JavaScript
import { S as ShaderStore } from './index-FzOfPXLV.esm.js';
// Do not edit.
const name = "iblShadowAccumulationPixelShader";
const shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;
var motionSampler: texture_2d<f32>;var positionSampler: texture_2d<f32>;var spatialBlurSampler : texture_2d<f32>;var oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>;var prevPositionSamplerSampler: sampler;var prevPositionSampler: texture_2d<f32>;fn max2(v: vec2f,w: vec2f)->vec2f {
return vec2f(max(v.x,w.x),max(v.y,w.y)); }
fn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}
var velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec4f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0);var newShadows : vec3f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xyz;PrevShadows.a=select(1.0,max(PrevShadows.a/(1.0+PrevShadows.a),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&
distance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.a),
mix(PrevShadows.y,newShadows.y,PrevShadows.a),
mix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const iblShadowAccumulationPixelShaderWGSL = { name, shader };
export { iblShadowAccumulationPixelShaderWGSL };
//# sourceMappingURL=iblShadowAccumulation.fragment-DdIZaPe_.esm.js.map