5c227d8fa640720c07d382e4daa22ff4912be667c1d3321af047c42f2e4e1c64.json 2.8 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform mat4 projection;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nvarying float velocityNorm;\n#endif\nvoid main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;normal.z=sqrt(1.0-r2);\n#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\n#endif\nvec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);vec4 clipSpacePos=projection*realViewPos;\n#ifdef WEBGPU\ngl_FragDepth=clipSpacePos.z/clipSpacePos.w;\n#else\ngl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;\n#endif\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nglFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);\n#else\nglFragColor=vec4(realViewPos.z,0.,0.,1.);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","fluidRenderingParticleDepthPixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/fluidRenderingParticleDepth.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform mat4 projection;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nvarying float velocityNorm;\n#endif\nvoid main(void) {vec3 normal;normal.xy=uv*2.0-1.0;float r2=dot(normal.xy,normal.xy);if (r2>1.0) discard;normal.z=sqrt(1.0-r2);\n#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\n#endif\nvec4 realViewPos=vec4(viewPos+normal*sphereRadius,1.0);vec4 clipSpacePos=projection*realViewPos;\n#ifdef WEBGPU\ngl_FragDepth=clipSpacePos.z/clipSpacePos.w;\n#else\ngl_FragDepth=(clipSpacePos.z/clipSpacePos.w)*0.5+0.5;\n#endif\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nglFragColor=vec4(realViewPos.z,velocityNorm,0.,1.);\n#else\nglFragColor=vec4(realViewPos.z,0.,0.,1.);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,wCAAwC;AACrD,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,CAAC;AACD;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,sCAAsC,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}