1 |
- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblShadowsCdfxPixelShader\";\nconst shader = `precision highp sampler2D;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D cdfy;void main(void) {ivec2 cdfyRes=textureSize(cdfy,0);ivec2 currentPixel=ivec2(gl_FragCoord.xy);float cdfx=0.0;for (int x=1; x<=currentPixel.x; x++) {cdfx+=texelFetch(cdfy,ivec2(x-1,cdfyRes.y-1),0).x;}\ngl_FragColor=vec4(vec3(cdfx),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsCdfxPixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","iblShadowsCdfxPixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/iblShadowsCdfx.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblShadowsCdfxPixelShader\";\nconst shader = `precision highp sampler2D;\n#define PI 3.1415927\nvarying vec2 vUV;uniform sampler2D cdfy;void main(void) {ivec2 cdfyRes=textureSize(cdfy,0);ivec2 currentPixel=ivec2(gl_FragCoord.xy);float cdfx=0.0;for (int x=1; x<=currentPixel.x; x++) {cdfx+=texelFetch(cdfy,ivec2(x-1,cdfyRes.y-1),0).x;}\ngl_FragColor=vec4(vec3(cdfx),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowsCdfxPixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,2BAA2B;AACxC,MAAMC,MAAM,GAAG;AACf;AACA;AACA,oCAAoC;AACpC;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,yBAAyB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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