39c33816fd5dd9ca690dce40876361dac84cb4122f2198e07e9669d6a0d65adf.json 4.6 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblVoxelGrid3dDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelTextureSampler: sampler;var voxelTexture: texture_3d<f32>;var voxelSlabTextureSampler: sampler;var voxelSlabTexture: texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform sizeParams: vec4f;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\nuniform mipNumber: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var voxelSlab: vec4f=textureSample(voxelSlabTexture,voxelSlabTextureSampler,input.vUV);var size: vec3u=textureDimensions(voxelTexture, i32(uniforms.mipNumber));var dimension: f32=ceil(sqrt( f32(size.z)));var samplePos: vec2f=fract(uv.xy* vec2f(dimension));var sampleIndex: u32= u32(floor(uv.x* f32(dimension)) +\nfloor(uv.y* f32(dimension))*dimension);var mip_separator: f32=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}\nvar outBounds: bool=select(false,true,sampleIndex>size.z-1);sampleIndex=clamp(sampleIndex,0,size.z-1);var samplePosInt: vec2i= vec2i(samplePos.xy* vec2f(size.xy));var voxel: vec3f=textureLoad(voxelTexture,\nvec3i(i32(samplePosInt.x),i32(samplePosInt.y),i32(sampleIndex)),\ni32(uniforms.mipNumber)).rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {if (outBounds) {voxel= vec3f(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}\nvoxel.r+=mip_separator;}\nfragmentOutputs.color=vec4f(mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel,1.0);}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblVoxelGrid3dDebugPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","iblVoxelGrid3dDebugPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblVoxelGrid3dDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelTextureSampler: sampler;var voxelTexture: texture_3d<f32>;var voxelSlabTextureSampler: sampler;var voxelSlabTexture: texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform sizeParams: vec4f;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\nuniform mipNumber: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var voxelSlab: vec4f=textureSample(voxelSlabTexture,voxelSlabTextureSampler,input.vUV);var size: vec3u=textureDimensions(voxelTexture, i32(uniforms.mipNumber));var dimension: f32=ceil(sqrt( f32(size.z)));var samplePos: vec2f=fract(uv.xy* vec2f(dimension));var sampleIndex: u32= u32(floor(uv.x* f32(dimension)) +\nfloor(uv.y* f32(dimension))*dimension);var mip_separator: f32=0.0;if (samplePos.x<0.01 || samplePos.y<0.01) {mip_separator=1.0;}\nvar outBounds: bool=select(false,true,sampleIndex>size.z-1);sampleIndex=clamp(sampleIndex,0,size.z-1);var samplePosInt: vec2i= vec2i(samplePos.xy* vec2f(size.xy));var voxel: vec3f=textureLoad(voxelTexture,\nvec3i(i32(samplePosInt.x),i32(samplePosInt.y),i32(sampleIndex)),\ni32(uniforms.mipNumber)).rgb;if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {if (outBounds) {voxel= vec3f(0.15,0.0,0.0);} else {if (voxel.r>0.001) {voxel.g=1.0;}\nvoxel.r+=mip_separator;}\nfragmentOutputs.color=vec4f(mix(background.rgb,voxelSlab.rgb,voxelSlab.a)+voxel,1.0);}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblVoxelGrid3dDebugPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,gCAAgC;AAC7C,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,wFAAwF;AACxF;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,kCAAkC,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}