// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "bilateralBlurQualityPixelShader"; const shader = `uniform sampler2D textureSampler;uniform sampler2D depthSampler;uniform sampler2D normalSampler;uniform int filterSize;uniform vec2 blurDir;uniform float depthThreshold;uniform float normalThreshold;varying vec2 vUV;void main(void) {vec3 color=textureLod(textureSampler,vUV,0.).rgb;float depth=textureLod(depthSampler,vUV,0.).x;if (depth>=1e6 || depth<=0.) {glFragColor=vec4(color,1.);return;} vec3 normal=textureLod(normalSampler,vUV,0.).rgb; #ifdef DECODE_NORMAL normal=normal*2.0-1.0; #endif float sigma=float(filterSize);float two_sigma2=2.0*sigma*sigma;float sigmaDepth=depthThreshold;float two_sigmaDepth2=2.0*sigmaDepth*sigmaDepth;float sigmaNormal=normalThreshold;float two_sigmaNormal2=2.0*sigmaNormal*sigmaNormal;vec3 sum=vec3(0.);float wsum=0.;for (int x=-filterSize; x<=filterSize; ++x) {for (int y=-filterSize; y<=filterSize; ++y) {vec2 coords=vec2(x,y)*blurDir;vec3 sampleColor=textureLod(textureSampler,vUV+coords,0.).rgb;float sampleDepth=textureLod(depthSampler,vUV+coords,0.).r;vec3 sampleNormal=textureLod(normalSampler,vUV+coords,0.).rgb; #ifdef DECODE_NORMAL sampleNormal=sampleNormal*2.0-1.0; #endif float r=dot(coords,coords);float w=exp(-r/two_sigma2);float rDepth=sampleDepth-depth;float wd=exp(-rDepth*rDepth/two_sigmaDepth2);float rNormal=abs(sampleNormal.x-normal.x)+abs(sampleNormal.y-normal.y)+abs(sampleNormal.z-normal.z);float wn=exp(-rNormal*rNormal/two_sigmaNormal2);sum+=sampleColor*w*wd*wn;wsum+=w*wd*wn;}} glFragColor=vec4(sum/wsum,1.);} `; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const bilateralBlurQualityPixelShader = { name, shader }; //# sourceMappingURL=bilateralBlurQuality.fragment.js.map