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Open-source WebGL/WebGPU 3D engine for the web

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var compose_fringing_default = ( /* wgsl */ ` #ifdef FRINGING uniform fringingIntensity: f32; fn applyFringing(color: vec3f, uv: vec2f) -> vec3f { // offset depends on the direction from the center let centerDistance = uv - 0.5; let offset = uniform.fringingIntensity * centerDistance * centerDistance; var colorOut = color; colorOut.r = textureSample(sceneTexture, sceneTextureSampler, uv - offset).r; colorOut.b = textureSample(sceneTexture, sceneTextureSampler, uv + offset).b; return colorOut; } #endif ` ); export { compose_fringing_default as default };