272a926daefbd299bb28d021fa1eae5e45f0e481978810135879ebbaf57cb6a0.json 1.8 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"taaPixelShader\";\nconst shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;uniform factor: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const taaPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","taaPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/taa.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"taaPixelShader\";\nconst shader = `var textureSampler: texture_2d<f32>;var historySampler: texture_2d<f32>;uniform factor: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let c=textureLoad(textureSampler,vec2<i32>(fragmentInputs.position.xy),0);let h=textureLoad(historySampler,vec2<i32>(fragmentInputs.position.xy),0);fragmentOutputs.color= mix(h,c,uniforms.factor);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const taaPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,gBAAgB;AAC7B,MAAMC,MAAM,GAAG;AACf;AACA,CAAC;AACD;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,kBAAkB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}