bp-cloner
Version:
More info and explanations here - https://doc.babylonjs.com/communityExtensions/clonerSystem
30 lines (29 loc) • 1.16 kB
JavaScript
import { S as t } from "./index-7uRiSnMV.js";
const e = "passCubePixelShader", r = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));
}`;
t.ShadersStoreWGSL[e] || (t.ShadersStoreWGSL[e] = r);
const u = { name: e, shader: r };
export {
u as passCubePixelShaderWGSL
};