{"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peakvec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturateVec3(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingFunctionsWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","IncludesShadersStoreWGSL","imageProcessingFunctionsWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peakvec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturateVec3(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingFunctionsWGSL = { name, shader 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