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- // 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
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