2ac7d6062caec248a26795e7eddacc98acddbcab7c96e25a003a52e8bd11bc41.json 20 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/packingFunctions.js\";\nconst name = \"standardPixelShader\";\nconst shader = `uniform sampler2D textureSampler;varying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{vec4 color=texture2D(textureSampler,vUV);gl_FragColor=color;}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];void main(void)\n{vec4 average=vec4(0.0,0.0,0.0,0.0);average=texture2D(textureSampler,vUV+dsOffsets[0]);average+=texture2D(textureSampler,vUV+dsOffsets[1]);average+=texture2D(textureSampler,vUV+dsOffsets[2]);average+=texture2D(textureSampler,vUV+dsOffsets[3]);average+=texture2D(textureSampler,vUV+dsOffsets[4]);average+=texture2D(textureSampler,vUV+dsOffsets[5]);average+=texture2D(textureSampler,vUV+dsOffsets[6]);average+=texture2D(textureSampler,vUV+dsOffsets[7]);average+=texture2D(textureSampler,vUV+dsOffsets[8]);average+=texture2D(textureSampler,vUV+dsOffsets[9]);average+=texture2D(textureSampler,vUV+dsOffsets[10]);average+=texture2D(textureSampler,vUV+dsOffsets[11]);average+=texture2D(textureSampler,vUV+dsOffsets[12]);average+=texture2D(textureSampler,vUV+dsOffsets[13]);average+=texture2D(textureSampler,vUV+dsOffsets[14]);average+=texture2D(textureSampler,vUV+dsOffsets[15]);average/=16.0;gl_FragColor=average;}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];uniform float brightThreshold;void main(void)\n{vec4 average=vec4(0.0,0.0,0.0,0.0);average=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));average+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));average+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));average+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));average*=0.25;float luminance=length(average.rgb);if (luminance<brightThreshold) {average=vec4(0.0,0.0,0.0,1.0);}\ngl_FragColor=average;}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;uniform sampler2D lensSampler;uniform float exposure;void main(void)\n{vec3 colour=texture2D(textureSampler,vUV).rgb;colour*=exposure;vec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);vec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);colour=retColor*retColor;colour+=colour*texture2D(lensSampler,vUV).rgb;vec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);gl_FragColor=finalColor;}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;uniform mat4 lightWorld;uniform vec3 cameraPosition;uniform vec3 sunDirection;uniform vec3 sunColor;uniform vec2 depthValues;uniform float scatteringCoefficient;uniform float scatteringPower;uniform sampler2D shadowMapSampler;uniform sampler2D positionSampler;float computeScattering(float lightDotView)\n{float result=1.0-scatteringCoefficient*scatteringCoefficient;result/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));return result;}\nvoid main(void)\n{vec3 worldPos=texture2D(positionSampler,vUV).rgb;vec3 startPosition=cameraPosition;vec3 rayVector=worldPos-startPosition;float rayLength=length(rayVector);vec3 rayDirection=rayVector/rayLength;float stepLength=rayLength/NB_STEPS;vec3 stepL=rayDirection*stepLength;vec3 currentPosition=startPosition;vec3 accumFog=vec3(0.0);for (int i=0; i<int(NB_STEPS); i++)\n{vec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);float depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depthMetric,0.0,1.0);worldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;worldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);float shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;if (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));currentPosition+=stepL;}\naccumFog/=NB_STEPS;vec3 color=accumFog*scatteringPower;gl_FragColor=vec4(color*exp(color) ,1.0);}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;void main(void)\n{gl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];void main()\n{float average=0.0;vec4 color=vec4(0.0);float maximum=-1e20;vec3 weight=vec3(0.299,0.587,0.114);for (int i=0; i<4; i++)\n{color=texture2D(textureSampler,vUV+ lumOffsets[i]);float GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);average+=(0.25*log(1e-5+GreyValue));}\naverage=exp(average);gl_FragColor=vec4(average,maximum,0.0,1.0);}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];uniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\n{vec4 color=vec4(0.0);float average=0.0;for (int i=0; i<9; i++)\n{color=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);average+=color.r;}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;uniform float averageLuminance;void main()\n{vec4 color=texture2D(textureAdderSampler,vUV);\n#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;color=adjustedColor;color.a=1.0;\n#endif\ngl_FragColor=color;}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;uniform float strength;uniform float ghostDispersal;uniform float haloWidth;uniform vec2 resolution;uniform float distortionStrength;float hash(vec2 p)\n{float h=dot(p,vec2(127.1,311.7));return -1.0+2.0*fract(sin(h)*43758.5453123);}\nfloat noise(in vec2 p)\n{vec2 i=floor(p);vec2 f=fract(p);vec2 u=f*f*(3.0-2.0*f);return mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);}\nfloat fbm(vec2 p)\n{float f=0.0;f+=0.5000*noise(p); p*=2.02;f+=0.2500*noise(p); p*=2.03;f+=0.1250*noise(p); p*=2.01;f+=0.0625*noise(p); p*=2.04;f/=0.9375;return f;}\nvec3 pattern(vec2 uv)\n{vec2 p=-1.0+2.0*uv;float p2=dot(p,p);float f=fbm(vec2(15.0*p2))/2.0;float r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));float g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));float b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));return (1.0-f)*vec3(r,g,b);}\nfloat luminance(vec3 color)\n{return dot(color.rgb,vec3(0.2126,0.7152,0.0722));}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{return vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);}\nvoid main(void)\n{vec2 uv=-vUV+vec2(1.0);vec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;vec2 texelSize=1.0/resolution;vec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);vec4 result=vec4(0.0);float ghostIndice=1.0;for (int i=0; i<GHOSTS; ++i)\n{vec2 offset=fract(uv+ghostDir*ghostIndice);float weight=length(vec2(0.5)-offset)/length(vec2(0.5));weight=pow(1.0-weight,10.0);result+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;ghostIndice+=1.0;}\nvec2 haloVec=normalize(ghostDir)*haloWidth;float weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));weight=pow(1.0-weight,10.0);result+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;result*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));gl_FragColor=result;}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;uniform sampler2D lensDirtSampler;uniform sampler2D lensStarSampler;uniform mat4 lensStarMatrix;void main(void)\n{vec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;vec4 lensMod=texture2D(lensDirtSampler,vUV);lensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);vec4 result=texture2D(textureSampler,vUV)*lensMod;gl_FragColor=texture2D(otherSampler,vUV)+result;}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;uniform sampler2D depthSampler;uniform float distance;void main(void)\n{vec4 sharp=texture2D(otherSampler,vUV);vec4 blur=texture2D(textureSampler,vUV);float dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);float factor=0.0;if (dist<0.05)\nfactor=1.0;else if (dist<0.1)\nfactor=20.0*(0.1-dist);else if (dist<0.5)\nfactor=0.0;else\nfactor=2.0*(dist-0.5);factor=clamp(factor,0.0,0.90);gl_FragColor=mix(sharp,blur,factor);}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform vec2 screenSize;uniform float motionScale;uniform float motionStrength;uniform sampler2D depthSampler;void main(void)\n{vec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;vec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=cpos*inverseViewProjection;vec4 ppos=cpos*prevViewProjection;ppos.xyz/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);result+=texture2D(textureSampler,offset1);}\ngl_FragColor=result/float(nSamples);}\n#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const standardPixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","standardPixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/standard.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/packingFunctions.js\";\nconst name = \"standardPixelShader\";\nconst shader = `uniform sampler2D textureSampler;varying vec2 vUV;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{vec4 color=texture2D(textureSampler,vUV);gl_FragColor=color;}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];void main(void)\n{vec4 average=vec4(0.0,0.0,0.0,0.0);average=texture2D(textureSampler,vUV+dsOffsets[0]);average+=texture2D(textureSampler,vUV+dsOffsets[1]);average+=texture2D(textureSampler,vUV+dsOffsets[2]);average+=texture2D(textureSampler,vUV+dsOffsets[3]);average+=texture2D(textureSampler,vUV+dsOffsets[4]);average+=texture2D(textureSampler,vUV+dsOffsets[5]);average+=texture2D(textureSampler,vUV+dsOffsets[6]);average+=texture2D(textureSampler,vUV+dsOffsets[7]);average+=texture2D(textureSampler,vUV+dsOffsets[8]);average+=texture2D(textureSampler,vUV+dsOffsets[9]);average+=texture2D(textureSampler,vUV+dsOffsets[10]);average+=texture2D(textureSampler,vUV+dsOffsets[11]);average+=texture2D(textureSampler,vUV+dsOffsets[12]);average+=texture2D(textureSampler,vUV+dsOffsets[13]);average+=texture2D(textureSampler,vUV+dsOffsets[14]);average+=texture2D(textureSampler,vUV+dsOffsets[15]);average/=16.0;gl_FragColor=average;}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];uniform float brightThreshold;void main(void)\n{vec4 average=vec4(0.0,0.0,0.0,0.0);average=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));average+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));average+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));average+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));average*=0.25;float luminance=length(average.rgb);if (luminance<brightThreshold) {average=vec4(0.0,0.0,0.0,1.0);}\ngl_FragColor=average;}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;uniform sampler2D lensSampler;uniform float exposure;void main(void)\n{vec3 colour=texture2D(textureSampler,vUV).rgb;colour*=exposure;vec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);vec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);colour=retColor*retColor;colour+=colour*texture2D(lensSampler,vUV).rgb;vec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);gl_FragColor=finalColor;}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;uniform mat4 lightWorld;uniform vec3 cameraPosition;uniform vec3 sunDirection;uniform vec3 sunColor;uniform vec2 depthValues;uniform float scatteringCoefficient;uniform float scatteringPower;uniform sampler2D shadowMapSampler;uniform sampler2D positionSampler;float computeScattering(float lightDotView)\n{float result=1.0-scatteringCoefficient*scatteringCoefficient;result/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));return result;}\nvoid main(void)\n{vec3 worldPos=texture2D(positionSampler,vUV).rgb;vec3 startPosition=cameraPosition;vec3 rayVector=worldPos-startPosition;float rayLength=length(rayVector);vec3 rayDirection=rayVector/rayLength;float stepLength=rayLength/NB_STEPS;vec3 stepL=rayDirection*stepLength;vec3 currentPosition=startPosition;vec3 accumFog=vec3(0.0);for (int i=0; i<int(NB_STEPS); i++)\n{vec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);float depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depthMetric,0.0,1.0);worldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;worldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);float shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;if (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));currentPosition+=stepL;}\naccumFog/=NB_STEPS;vec3 color=accumFog*scatteringPower;gl_FragColor=vec4(color*exp(color) ,1.0);}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;void main(void)\n{gl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];void main()\n{float average=0.0;vec4 color=vec4(0.0);float maximum=-1e20;vec3 weight=vec3(0.299,0.587,0.114);for (int i=0; i<4; i++)\n{color=texture2D(textureSampler,vUV+ lumOffsets[i]);float GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);average+=(0.25*log(1e-5+GreyValue));}\naverage=exp(average);gl_FragColor=vec4(average,maximum,0.0,1.0);}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];uniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\n{vec4 color=vec4(0.0);float average=0.0;for (int i=0; i<9; i++)\n{color=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);average+=color.r;}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;uniform float averageLuminance;void main()\n{vec4 color=texture2D(textureAdderSampler,vUV);\n#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;color=adjustedColor;color.a=1.0;\n#endif\ngl_FragColor=color;}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;uniform float strength;uniform float ghostDispersal;uniform float haloWidth;uniform vec2 resolution;uniform float distortionStrength;float hash(vec2 p)\n{float h=dot(p,vec2(127.1,311.7));return -1.0+2.0*fract(sin(h)*43758.5453123);}\nfloat noise(in vec2 p)\n{vec2 i=floor(p);vec2 f=fract(p);vec2 u=f*f*(3.0-2.0*f);return mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);}\nfloat fbm(vec2 p)\n{float f=0.0;f+=0.5000*noise(p); p*=2.02;f+=0.2500*noise(p); p*=2.03;f+=0.1250*noise(p); p*=2.01;f+=0.0625*noise(p); p*=2.04;f/=0.9375;return f;}\nvec3 pattern(vec2 uv)\n{vec2 p=-1.0+2.0*uv;float p2=dot(p,p);float f=fbm(vec2(15.0*p2))/2.0;float r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));float g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));float b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));return (1.0-f)*vec3(r,g,b);}\nfloat luminance(vec3 color)\n{return dot(color.rgb,vec3(0.2126,0.7152,0.0722));}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{return vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);}\nvoid main(void)\n{vec2 uv=-vUV+vec2(1.0);vec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;vec2 texelSize=1.0/resolution;vec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);vec4 result=vec4(0.0);float ghostIndice=1.0;for (int i=0; i<GHOSTS; ++i)\n{vec2 offset=fract(uv+ghostDir*ghostIndice);float weight=length(vec2(0.5)-offset)/length(vec2(0.5));weight=pow(1.0-weight,10.0);result+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;ghostIndice+=1.0;}\nvec2 haloVec=normalize(ghostDir)*haloWidth;float weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));weight=pow(1.0-weight,10.0);result+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;result*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));gl_FragColor=result;}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;uniform sampler2D lensDirtSampler;uniform sampler2D lensStarSampler;uniform mat4 lensStarMatrix;void main(void)\n{vec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;vec4 lensMod=texture2D(lensDirtSampler,vUV);lensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);vec4 result=texture2D(textureSampler,vUV)*lensMod;gl_FragColor=texture2D(otherSampler,vUV)+result;}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;uniform sampler2D depthSampler;uniform float distance;void main(void)\n{vec4 sharp=texture2D(otherSampler,vUV);vec4 blur=texture2D(textureSampler,vUV);float dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);float factor=0.0;if (dist<0.05)\nfactor=1.0;else if (dist<0.1)\nfactor=20.0*(0.1-dist);else if (dist<0.5)\nfactor=0.0;else\nfactor=2.0*(dist-0.5);factor=clamp(factor,0.0,0.90);gl_FragColor=mix(sharp,blur,factor);}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;uniform mat4 prevViewProjection;uniform vec2 screenSize;uniform float motionScale;uniform float motionStrength;uniform sampler2D depthSampler;void main(void)\n{vec2 texelSize=1.0/screenSize;float depth=texture2D(depthSampler,vUV).r;vec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);cpos=cpos*inverseViewProjection;vec4 ppos=cpos*prevViewProjection;ppos.xyz/=ppos.w;ppos.xy=ppos.xy*0.5+0.5;vec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;float speed=length(velocity/texelSize);int nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));vec4 result=texture2D(textureSampler,vUV);for (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {if (i>=nSamples)\nbreak;vec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);result+=texture2D(textureSampler,offset1);}\ngl_FragColor=result/float(nSamples);}\n#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const standardPixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,OAAO,sCAAsC;AAC7C,MAAMC,IAAI,GAAG,qBAAqB;AAClC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,mBAAmB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}