1 |
- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblShadowsIcdfxPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var cdfx: texture_2d<f32>;fn fetchCDF(x: u32)->f32 {return textureLoad(cdfx, vec2u(x,0),0).x;}\nfn bisect(size: u32,targetValue: f32)->f32\n{var a: u32=0;var b=size-1;while (b-a>1) {var c: u32=(a+b)>>1;if (fetchCDF(c)<targetValue) {a=c;}\nelse {b=c;}}\nreturn mix( f32(a), f32(b),(targetValue-fetchCDF(a))/(fetchCDF(b)-fetchCDF(a)))/ f32(size-1);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var cdfSize: vec2u=textureDimensions(cdfx,0);var cdfWidth: u32=cdfSize.x;var icdfWidth: u32=cdfWidth-1;var currentPixel: vec2u= vec2u(fragmentInputs.position.xy);if (currentPixel.x==0)\n{fragmentOutputs.color= vec4f(0.0);}\nelse if (currentPixel.x==icdfWidth-1) {fragmentOutputs.color= vec4f(1.0);} else {var targetValue: f32=fetchCDF(cdfWidth-1)*input.vUV.x;fragmentOutputs.color= vec4f( vec3f(bisect(cdfWidth,targetValue)),1.0);}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowsIcdfxPixelShaderWGSL = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStoreWGSL","iblShadowsIcdfxPixelShaderWGSL"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/ShadersWGSL/iblShadowsIcdfx.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblShadowsIcdfxPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var cdfx: texture_2d<f32>;fn fetchCDF(x: u32)->f32 {return textureLoad(cdfx, vec2u(x,0),0).x;}\nfn bisect(size: u32,targetValue: f32)->f32\n{var a: u32=0;var b=size-1;while (b-a>1) {var c: u32=(a+b)>>1;if (fetchCDF(c)<targetValue) {a=c;}\nelse {b=c;}}\nreturn mix( f32(a), f32(b),(targetValue-fetchCDF(a))/(fetchCDF(b)-fetchCDF(a)))/ f32(size-1);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var cdfSize: vec2u=textureDimensions(cdfx,0);var cdfWidth: u32=cdfSize.x;var icdfWidth: u32=cdfWidth-1;var currentPixel: vec2u= vec2u(fragmentInputs.position.xy);if (currentPixel.x==0)\n{fragmentOutputs.color= vec4f(0.0);}\nelse if (currentPixel.x==icdfWidth-1) {fragmentOutputs.color= vec4f(1.0);} else {var targetValue: f32=fetchCDF(cdfWidth-1)*input.vUV.x;fragmentOutputs.color= vec4f( vec3f(bisect(cdfWidth,targetValue)),1.0);}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowsIcdfxPixelShaderWGSL = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,4BAA4B;AACzC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,iNAAiN;AACjN;AACAF,WAAW,CAACG,gBAAgB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC3C;AACA,OAAO,MAAME,8BAA8B,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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