@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) • 1.15 kB
JavaScript
import{S as e}from"./index-BPURObVq.esm.min.js";import{k as n}from"./kernelBlurVaryingDeclaration-DX22LG4h.esm.min.js";const r="kernelBlurVertex",t="vertexOutputs.sampleCoord{X}=vertexOutputs.sampleCenter+uniforms.delta*KERNEL_OFFSET{X};";e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=t);const s={name:r,shader:t},a="kernelBlurVertexShader",o="attribute position: vec2f;uniform delta: vec2f;varying sampleCenter: vec2f;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.sampleCenter=(vertexInputs.position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\nvertexOutputs.position= vec4f(vertexInputs.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}";e.ShadersStoreWGSL[a]||(e.ShadersStoreWGSL[a]=o);const i=[n,s];for(const n of i)e.IncludesShadersStoreWGSL[n.name]||(e.IncludesShadersStoreWGSL[n.name]=n.shader);const d={name:a,shader:o};export{d as kernelBlurVertexShaderWGSL};
//# sourceMappingURL=kernelBlur.vertex-BV-HCHya.esm.min.js.map