@babylonjs/viewer
Version:
The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
3 lines (2 loc) • 3 kB
JavaScript
import{S as e}from"./index-BPURObVq.esm.min.js";import{k as n}from"./kernelBlurVaryingDeclaration-DX22LG4h.esm.min.js";import{p as r}from"./packingFunctions-0n6YnGJP.esm.min.js";const t="kernelBlurFragment",a="#ifdef DOF\nfactor=sampleCoC(fragmentInputs.sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;sumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X}))*computedWeight;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X})*computedWeight;\n#endif\n";e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=a);const l={name:t,shader:a},m="kernelBlurFragment2",u="#ifdef DOF\nfactor=sampleCoC(fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X});computedWeight=KERNEL_DEP_WEIGHT{X}*factor;sumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif\n";e.IncludesShadersStoreWGSL[m]||(e.IncludesShadersStoreWGSL[m]=u);const f={name:m,shader:u},p="kernelBlurPixelShader",s="var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform delta: vec2f;varying sampleCenter: vec2f;\n#ifdef DOF\nvar circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;fn sampleCoC(offset: vec2f)->f32 {var coc: f32=textureSample(circleOfConfusionSampler,circleOfConfusionSamplerSampler,offset).r;return coc; }\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\n#include<packingFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var computedWeight: f32=0.0;\n#ifdef PACKEDFLOAT\nvar blend: f32=0.;\n#else\nvar blend: vec4f= vec4f(0.);\n#endif\n#ifdef DOF\nvar sumOfWeights: f32=CENTER_WEIGHT; \nvar factor: f32=0.0;\n#ifdef PACKEDFLOAT\nblend+=unpack(textureSample(textureSampler,textureSamplerSampler,input.sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=textureSample(textureSampler,textureSamplerSampler,input.sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\nfragmentOutputs.color=pack(blend);\n#else\nfragmentOutputs.color=blend;\n#endif\n#ifdef DOF\nfragmentOutputs.color/=sumOfWeights;\n#endif\n}";e.ShadersStoreWGSL[p]||(e.ShadersStoreWGSL[p]=s);const d=[n,r,l,f];for(const n of d)e.IncludesShadersStoreWGSL[n.name]||(e.IncludesShadersStoreWGSL[n.name]=n.shader);const i={name:p,shader:s};export{i as kernelBlurPixelShaderWGSL};
//# sourceMappingURL=kernelBlur.fragment-D7kPaqDx.esm.min.js.map