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- // Do not edit.
- import { ShaderStore } from "../Engines/shaderStore.js";
- const name = "convolutionPixelShader";
- const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform float kernel[9];
- #define CUSTOM_FRAGMENT_DEFINITIONS
- void main(void)
- {vec2 onePixel=vec2(1.0,1.0)/screenSize;vec4 colorSum =
- texture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +
- texture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +
- texture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +
- texture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +
- texture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +
- texture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +
- texture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +
- texture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +
- texture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];float kernelWeight =
- kernel[0] +
- kernel[1] +
- kernel[2] +
- kernel[3] +
- kernel[4] +
- kernel[5] +
- kernel[6] +
- kernel[7] +
- kernel[8];if (kernelWeight<=0.0) {kernelWeight=1.0;}
- gl_FragColor=vec4((colorSum/kernelWeight).rgb,1);}`;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const convolutionPixelShader = { name, shader };
- //# sourceMappingURL=convolution.fragment.js.map
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