c06eb077fd272131763ccf24b8f6af079c4eec86c13a19e4b79284ca1d10d138.json 4.3 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","iblShadowGBufferDebugPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/iblShadowGBufferDebug.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,kCAAkC;AAC/C,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA,y7BAAy7B;AACz7B;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,oCAAoC,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}