dfd06c7e4bba6e142fbed372648b26d4cd9e14541e220027541ed5807b790215.json 3.4 KB

1
  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"meshUVSpaceRendererFinaliserPixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D maskTextureSampler;uniform vec2 textureSize;void main() {vec4 mask=texture2D(maskTextureSampler,vUV).rgba;if (mask.r>0.5) {gl_FragColor=texture2D(textureSampler,vUV);} else {vec2 texelSize=4.0/textureSize;vec2 uv_p01=vUV+vec2(-1.0,0.0)*texelSize;vec2 uv_p21=vUV+vec2(1.0,0.0)*texelSize;vec2 uv_p10=vUV+vec2(0.0,-1.0)*texelSize;vec2 uv_p12=vUV+vec2(0.0,1.0)*texelSize;float mask_p01=texture2D(maskTextureSampler,uv_p01).r;float mask_p21=texture2D(maskTextureSampler,uv_p21).r;float mask_p10=texture2D(maskTextureSampler,uv_p10).r;float mask_p12=texture2D(maskTextureSampler,uv_p12).r;vec4 col=vec4(0.0,0.0,0.0,0.0);float total_weight=0.0;if (mask_p01>0.5) {col+=texture2D(textureSampler,uv_p01);total_weight+=1.0;}\nif (mask_p21>0.5) {col+=texture2D(textureSampler,uv_p21);total_weight+=1.0;}\nif (mask_p10>0.5) {col+=texture2D(textureSampler,uv_p10);total_weight+=1.0;}\nif (mask_p12>0.5) {col+=texture2D(textureSampler,uv_p12);total_weight+=1.0;}\nif (total_weight>0.0) {gl_FragColor=col/total_weight;} else {gl_FragColor=col;}}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererFinaliserPixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","meshUVSpaceRendererFinaliserPixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/meshUVSpaceRendererFinaliser.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"meshUVSpaceRendererFinaliserPixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D maskTextureSampler;uniform vec2 textureSize;void main() {vec4 mask=texture2D(maskTextureSampler,vUV).rgba;if (mask.r>0.5) {gl_FragColor=texture2D(textureSampler,vUV);} else {vec2 texelSize=4.0/textureSize;vec2 uv_p01=vUV+vec2(-1.0,0.0)*texelSize;vec2 uv_p21=vUV+vec2(1.0,0.0)*texelSize;vec2 uv_p10=vUV+vec2(0.0,-1.0)*texelSize;vec2 uv_p12=vUV+vec2(0.0,1.0)*texelSize;float mask_p01=texture2D(maskTextureSampler,uv_p01).r;float mask_p21=texture2D(maskTextureSampler,uv_p21).r;float mask_p10=texture2D(maskTextureSampler,uv_p10).r;float mask_p12=texture2D(maskTextureSampler,uv_p12).r;vec4 col=vec4(0.0,0.0,0.0,0.0);float total_weight=0.0;if (mask_p01>0.5) {col+=texture2D(textureSampler,uv_p01);total_weight+=1.0;}\nif (mask_p21>0.5) {col+=texture2D(textureSampler,uv_p21);total_weight+=1.0;}\nif (mask_p10>0.5) {col+=texture2D(textureSampler,uv_p10);total_weight+=1.0;}\nif (mask_p12>0.5) {col+=texture2D(textureSampler,uv_p12);total_weight+=1.0;}\nif (total_weight>0.0) {gl_FragColor=col/total_weight;} else {gl_FragColor=col;}}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const meshUVSpaceRendererFinaliserPixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,yCAAyC;AACtD,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,uCAAuC,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}