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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef EMISSIVE\nvar textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;\n#endif\nuniform offset: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#ifdef EMISSIVE\nbaseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;\n#else\nbaseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));\n#ifdef STROKE\nvar alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\n#endif\nfragmentOutputs.color=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapMergePixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","glowMapMergePixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/glowMapMerge.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;\n#ifdef EMISSIVE\nvar textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;\n#endif\nuniform offset: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#ifdef EMISSIVE\nbaseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;\n#else\nbaseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));\n#ifdef STROKE\nvar alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\n#endif\nfragmentOutputs.color=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapMergePixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,yBAAyB;AACtC,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,EAAE;AACF;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,2BAA2B,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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