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playcanvas

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PlayCanvas WebGL game engine

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var composePS = /* glsl */ ` #include "tonemappingPS" #include "gammaPS" varying vec2 uv0; uniform sampler2D sceneTexture; uniform vec2 sceneTextureInvRes; #include "composeBloomPS" #include "composeDofPS" #include "composeSsaoPS" #include "composeGradingPS" #include "composeVignettePS" #include "composeFringingPS" #include "composeCasPS" #include "composeColorLutPS" void main() { vec2 uv = uv0; // TAA pass renders upside-down on WebGPU, flip it here #ifdef TAA #ifdef WEBGPU uv.y = 1.0 - uv.y; #endif #endif vec4 scene = texture2DLod(sceneTexture, uv, 0.0); vec3 result = scene.rgb; // Apply CAS #ifdef CAS result = applyCas(result, uv, sharpness); #endif // Apply DOF #ifdef DOF result = applyDof(result, uv0); #endif // Apply SSAO #ifdef SSAO_TEXTURE result = applySsao(result, uv0); #endif // Apply Fringing #ifdef FRINGING result = applyFringing(result, uv); #endif // Apply Bloom #ifdef BLOOM result = applyBloom(result, uv0); #endif // Apply Color Grading #ifdef GRADING result = applyGrading(result); #endif // Apply Tone Mapping result = toneMap(result); // Apply Color LUT after tone mapping, in LDR space #ifdef COLOR_LUT result = applyColorLUT(result); #endif // Apply Vignette #ifdef VIGNETTE result = applyVignette(result, uv); #endif // Debug output handling in one centralized location #ifdef DEBUG_COMPOSE #if DEBUG_COMPOSE == scene result = scene.rgb; #elif defined(BLOOM) && DEBUG_COMPOSE == bloom result = dBloom * bloomIntensity; #elif defined(DOF) && DEBUG_COMPOSE == dofcoc result = vec3(dCoc, 0.0); #elif defined(DOF) && DEBUG_COMPOSE == dofblur result = dBlur; #elif defined(SSAO_TEXTURE) && DEBUG_COMPOSE == ssao result = vec3(dSsao); #elif defined(VIGNETTE) && DEBUG_COMPOSE == vignette result = vec3(dVignette); #endif #endif // Apply gamma correction result = gammaCorrectOutput(result); gl_FragColor = vec4(result, scene.a); } `; export { composePS as default };