88bba1192c2a8eaa070a88eefb889d99aa6a481e7d971be5f8a34a3073bb5f2a.json 5.1 KB

1
  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"bilateralBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;uniform depthThreshold: f32;uniform normalThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color= vec4f(color,1.);return fragmentOutputs;}\nvar normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.).rgb;\n#ifdef DECODE_NORMAL\nnormal=normal*2.0-1.0;\n#endif\nvar sigma: f32= f32(uniforms.filterSize);var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sigmaNormal: f32=uniforms.normalThreshold;var two_sigmaNormal2: f32=2.0*sigmaNormal*sigmaNormal;var sum: vec3f= vec3f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords=vec2f(f32(x));var sampleColor: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;var sampleDepth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).r;var sampleNormal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;\n#ifdef DECODE_NORMAL\nsampleNormal=sampleNormal*2.0-1.0;\n#endif\nvar r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var depthDelta: f32=abs(sampleDepth-depth);var wd: f32=step(depthDelta,uniforms.depthThreshold);var normalDelta: vec3f=abs(sampleNormal-normal);var wn: f32=step(normalDelta.x+normalDelta.y+normalDelta.z,uniforms.normalThreshold);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}\nfragmentOutputs.color= vec4f(sum/wsum,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bilateralBlurPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","bilateralBlurPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/bilateralBlur.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"bilateralBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var normalSamplerSampler: sampler;var normalSampler: texture_2d<f32>;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;uniform filterSize: i32;uniform blurDir: vec2f;uniform depthThreshold: f32;uniform normalThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).rgb;var depth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color= vec4f(color,1.);return fragmentOutputs;}\nvar normal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV,0.).rgb;\n#ifdef DECODE_NORMAL\nnormal=normal*2.0-1.0;\n#endif\nvar sigma: f32= f32(uniforms.filterSize);var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sigmaNormal: f32=uniforms.normalThreshold;var two_sigmaNormal2: f32=2.0*sigmaNormal*sigmaNormal;var sum: vec3f= vec3f(0.);var wsum: f32=0.;for (var x: i32=-uniforms.filterSize; x<=uniforms.filterSize; x++) {var coords=vec2f(f32(x));var sampleColor: vec3f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;var sampleDepth: f32=textureSampleLevel(depthSampler,depthSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).r;var sampleNormal: vec3f=textureSampleLevel(normalSampler,normalSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rgb;\n#ifdef DECODE_NORMAL\nsampleNormal=sampleNormal*2.0-1.0;\n#endif\nvar r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var depthDelta: f32=abs(sampleDepth-depth);var wd: f32=step(depthDelta,uniforms.depthThreshold);var normalDelta: vec3f=abs(sampleNormal-normal);var wn: f32=step(normalDelta.x+normalDelta.y+normalDelta.z,uniforms.normalThreshold);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}\nfragmentOutputs.color= vec4f(sum/wsum,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const bilateralBlurPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,0BAA0B;AACvC,MAAMC,MAAM,GAAG;AACf;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,4BAA4B,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}