// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "fluidRenderingStandardBlurPixelShader"; const shader = `uniform sampler2D textureSampler;uniform int filterSize;uniform vec2 blurDir;varying vec2 vUV;void main(void) {vec4 s=textureLod(textureSampler,vUV,0.);if (s.r==0.) {glFragColor=vec4(0.,0.,0.,1.);return;} float sigma=float(filterSize)/3.0;float twoSigma2=2.0*sigma*sigma;vec4 sum=vec4(0.);float wsum=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec4 sampl=textureLod(textureSampler,vUV+coords*blurDir,0.);float w=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;} sum/=wsum;glFragColor=vec4(sum.rgb,1.);} `; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const fluidRenderingStandardBlurPixelShader = { name, shader }; //# sourceMappingURL=fluidRenderingStandardBlur.fragment.js.map