1 |
- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"circleOfConfusionPixelShader\";\nconst shader = `varying vUV: vec2f;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#ifndef COC_DEPTH_NOT_NORMALIZED\nuniform cameraMinMaxZ: vec2f;\n#endif\nuniform focusDistance: f32;uniform cocPrecalculation: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSample(depthSampler,depthSamplerSampler,input.vUV).r;\n#define CUSTOM_COC_DEPTH\n#ifdef COC_DEPTH_NOT_NORMALIZED\nlet pixelDistance=depth*1000.0;\n#else\nlet pixelDistance: f32=(uniforms.cameraMinMaxZ.x+uniforms.cameraMinMaxZ.y*depth)*1000.0; \n#endif\n#define CUSTOM_COC_PIXELDISTANCE\nvar coc: f32=abs(uniforms.cocPrecalculation*((uniforms.focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);fragmentOutputs.color= vec4f(coc,coc,coc,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const circleOfConfusionPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","circleOfConfusionPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/circleOfConfusion.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"circleOfConfusionPixelShader\";\nconst shader = `varying vUV: vec2f;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;\n#ifndef COC_DEPTH_NOT_NORMALIZED\nuniform cameraMinMaxZ: vec2f;\n#endif\nuniform focusDistance: f32;uniform cocPrecalculation: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSample(depthSampler,depthSamplerSampler,input.vUV).r;\n#define CUSTOM_COC_DEPTH\n#ifdef COC_DEPTH_NOT_NORMALIZED\nlet pixelDistance=depth*1000.0;\n#else\nlet pixelDistance: f32=(uniforms.cameraMinMaxZ.x+uniforms.cameraMinMaxZ.y*depth)*1000.0; \n#endif\n#define CUSTOM_COC_PIXELDISTANCE\nvar coc: f32=abs(uniforms.cocPrecalculation*((uniforms.focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);fragmentOutputs.color= vec4f(coc,coc,coc,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const circleOfConfusionPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,8BAA8B;AAC3C,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,gCAAgC,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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