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- // Do not edit.
- import { ShaderStore } from "../Engines/shaderStore.js";
- const name = "glowMapMergePixelShader";
- const shader = `varying vec2 vUV;uniform sampler2D textureSampler;
- #ifdef EMISSIVE
- uniform sampler2D textureSampler2;
- #endif
- uniform float offset;
- #define CUSTOM_FRAGMENT_DEFINITIONS
- void main(void) {
- #define CUSTOM_FRAGMENT_MAIN_BEGIN
- vec4 baseColor=texture2D(textureSampler,vUV);
- #ifdef EMISSIVE
- baseColor+=texture2D(textureSampler2,vUV);baseColor*=offset;
- #else
- baseColor.a=abs(offset-baseColor.a);
- #ifdef STROKE
- float alpha=smoothstep(.0,.1,baseColor.a);baseColor.a=alpha;baseColor.rgb=baseColor.rgb*alpha;
- #endif
- #endif
- #if LDR
- baseColor=clamp(baseColor,0.,1.0);
- #endif
- gl_FragColor=baseColor;
- #define CUSTOM_FRAGMENT_MAIN_END
- }`;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const glowMapMergePixelShader = { name, shader };
- //# sourceMappingURL=glowMapMerge.fragment.js.map
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