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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingStandardBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var s: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.);if (s.r==0.) {fragmentOutputs.color=vec4f(0.,0.,0.,1.);return fragmentOutputs;}\nvar sigma: f32=f32(uniforms.filterSize)/3.0;var twoSigma2: f32=2.0*sigma*sigma;var sum: vec4f=vec4f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords: vec2f=vec2f(f32(x));var sampl: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.);var w: f32=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;}\nsum/=wsum;fragmentOutputs.color=vec4f(sum.rgb,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingStandardBlurPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","fluidRenderingStandardBlurPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/fluidRenderingStandardBlur.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingStandardBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var s: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.);if (s.r==0.) {fragmentOutputs.color=vec4f(0.,0.,0.,1.);return fragmentOutputs;}\nvar sigma: f32=f32(uniforms.filterSize)/3.0;var twoSigma2: f32=2.0*sigma*sigma;var sum: vec4f=vec4f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords: vec2f=vec2f(f32(x));var sampl: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.);var w: f32=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;}\nsum/=wsum;fragmentOutputs.color=vec4f(sum.rgb,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingStandardBlurPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,uCAAuC;AACpD,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,yCAAyC,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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