// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/kernelBlurVaryingDeclaration.js"; import "./ShadersInclude/packingFunctions.js"; import "./ShadersInclude/kernelBlurFragment.js"; import "./ShadersInclude/kernelBlurFragment2.js"; const name = "kernelBlurPixelShader"; const shader = `uniform sampler2D textureSampler;uniform vec2 delta;varying vec2 sampleCenter; #ifdef DOF uniform sampler2D circleOfConfusionSampler;float sampleCoC(in vec2 offset) {float coc=texture2D(circleOfConfusionSampler,offset).r;return coc; } #endif #include[0..varyingCount] #ifdef PACKEDFLOAT #include #endif #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) {float computedWeight=0.0; #ifdef PACKEDFLOAT float blend=0.; #else vec4 blend=vec4(0.); #endif #ifdef DOF float sumOfWeights=CENTER_WEIGHT; float factor=0.0; #ifdef PACKEDFLOAT blend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT; #else blend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT; #endif #endif #include[0..varyingCount] #include[0..depCount] #ifdef PACKEDFLOAT gl_FragColor=pack(blend); #else gl_FragColor=blend; #endif #ifdef DOF gl_FragColor/=sumOfWeights; #endif }`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const kernelBlurPixelShader = { name, shader }; //# sourceMappingURL=kernelBlur.fragment.js.map