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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"lodCubePixelShader\";\nconst shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform int gamma;void main(void)\n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);\n#endif\nif (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lodCubePixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","lodCubePixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/lodCube.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"lodCubePixelShader\";\nconst shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform int gamma;void main(void)\n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);\n#endif\nif (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lodCubePixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,oBAAoB;AACjC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,kBAAkB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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