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vec4f;var rampSamplerSampler: sampler;var rampSampler: texture_2d<f32>;\n#endif\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar textureColor: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV);var baseColor: vec4f=(textureColor*uniforms.textureMask+( vec4f(1.,1.,1.,1.)-uniforms.textureMask))*input.vColor;\n#ifdef RAMPGRADIENT\nvar alpha: f32=baseColor.a;var remappedColorIndex: f32=clamp((alpha-input.remapRanges.x)/input.remapRanges.y,0.0,1.0);var rampColor: vec4f=textureSample(rampSampler,rampSamplerSampler,vec2f(1.0-remappedColorIndex,0.));baseColor=vec4f(baseColor.rgb*rampColor.rgb,baseColor.a);var finalAlpha: f32=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-input.remapRanges.z)/input.remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nvar sourceAlpha: f32=input.vColor.a*textureColor.a;baseColor=vec4f(baseColor.rgb*sourceAlpha+ vec3f(1.0)*(1.0-sourceAlpha),baseColor.a);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>(color,baseColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor=vec4f(toLinearSpaceVec3(baseColor.rgb),baseColor.a);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor=vec4f(toLinearSpaceVec3(baseColor.rgb),baseColor.a);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\nfragmentOutputs.color=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const particlesPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","particlesPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/particles.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration.js\";\nimport \"./ShadersInclude/imageProcessingDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/imageProcessingFunctions.js\";\nimport \"./ShadersInclude/fogFragmentDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneFragment.js\";\nimport \"./ShadersInclude/logDepthFragment.js\";\nimport \"./ShadersInclude/fogFragment.js\";\nconst name = \"particlesPixelShader\";\nconst shader = `varying vUV: vec2f;varying vColor: vec4f;uniform textureMask: vec4f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying remapRanges: vec4f;var rampSamplerSampler: sampler;var rampSampler: texture_2d<f32>;\n#endif\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar textureColor: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV);var baseColor: vec4f=(textureColor*uniforms.textureMask+( vec4f(1.,1.,1.,1.)-uniforms.textureMask))*input.vColor;\n#ifdef RAMPGRADIENT\nvar alpha: f32=baseColor.a;var remappedColorIndex: f32=clamp((alpha-input.remapRanges.x)/input.remapRanges.y,0.0,1.0);var rampColor: vec4f=textureSample(rampSampler,rampSamplerSampler,vec2f(1.0-remappedColorIndex,0.));baseColor=vec4f(baseColor.rgb*rampColor.rgb,baseColor.a);var finalAlpha: f32=baseColor.a;baseColor.a=clamp((alpha*rampColor.a-input.remapRanges.z)/input.remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nvar sourceAlpha: f32=input.vColor.a*textureColor.a;baseColor=vec4f(baseColor.rgb*sourceAlpha+ vec3f(1.0)*(1.0-sourceAlpha),baseColor.a);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>(color,baseColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor=vec4f(toLinearSpaceVec3(baseColor.rgb),baseColor.a);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor=vec4f(toLinearSpaceVec3(baseColor.rgb),baseColor.a);baseColor=applyImageProcessing(baseColor);\n#endif\n#endif\nfragmentOutputs.color=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const particlesPixelShaderWGSL = { name, shader 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