// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "depthOfFieldMergePixelShader"; const shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE) #define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod) #else #define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias) #endif uniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0; #if BLUR_LEVEL>0 uniform sampler2D blurStep1; #endif #if BLUR_LEVEL>1 uniform sampler2D blurStep2; #endif #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) {float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r; #if BLUR_LEVEL==0 vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc); #endif #if BLUR_LEVEL==1 if(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);} #endif #if BLUR_LEVEL==2 if(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);} #endif } `; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const depthOfFieldMergePixelShader = { name, shader }; //# sourceMappingURL=depthOfFieldMerge.fragment.js.map