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@luma.gl/shadertools

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Shader module system for luma.gl

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import { random } from '../utils/random'; const fs = "uniform float radius;\nuniform vec2 delta;\n\nvec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 adjustedDelta = delta * radius / texSize;\n\n vec4 color = vec4(0.0);\n float total = 0.0;\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(texture, texCoord + adjustedDelta * percent);\n sample.rgb *= sample.a;\n\n color += sample * weight;\n total += weight;\n }\n\n color = color / total;\n color.rgb /= color.a + 0.00001;\n\n return color;\n}\n"; const uniforms = { radius: { value: 20, min: 0, softMax: 100 }, delta: { value: [1, 0], private: true } }; export const triangleBlur = { name: 'triangleBlur', uniforms, fs, dependencies: [random], passes: [{ sampler: true, uniforms: { delta: [1, 0] } }, { sampler: true, uniforms: { delta: [0, 1] } }] }; //# sourceMappingURL=triangleblur.js.map