1"use strict";(self.webpackChunk_N_E=self.webpackChunk_N_E||[]).push([[1983],{41983:(e,n,o)=>{o.r(n),o.d(n,{default:()=>r});var r="precision highp float;\nvarying vec2 v_texCoord;\n\nuniform sampler2D u_texture;\nuniform sampler2D maskTexture;\nuniform vec2 blurVector;\nuniform bool usesMask;\n#define MAX_SIZE 63\n\nuniform int kernelSize;\nuniform float coefficients[MAX_SIZE];\n\n// ìí ì¸ì§í ê°ì°ìì ë¸ë¬\n// - ê° ìíì RGBë ìí를 ê³±í´ í©ì°(í리ë©í°íë¼ì´)\n// - ìíë ë³ëë¡ ê°ì 커ëë¡ í©ì° í ì ê·í\n// - ìµì¢
RGBë sumRGB / sumAlpha ë¡ ì¸í리ë©í°íë¼ì´\nvoid main()\n{\n float maskWeight = usesMask ? (1.0 - texture2D(maskTexture, v_texCoord).r) : 1.0;\n vec2 maskedBlurVector = blurVector * maskWeight;\n\n vec3 sumColor = vec3(0.0);\n float sumAlpha = 0.0;\n float coeffSum = 0.0;\n\n // center\n vec4 c0 = texture2D(u_texture, v_texCoord);\n sumColor += c0.rgb * c0.a * coefficients[0];\n sumAlpha += c0.a * coefficients[0];\n coeffSum += coefficients[0];\n\n for (int i = 1; i < kernelSize; i++) {\n float w = coefficients[i];\n vec2 o = float(i) * maskedBlurVector;\n vec4 s1 = texture2D(u_texture, clamp(v_texCoord - o, 0.0, 1.0));\n vec4 s2 = texture2D(u_texture, clamp(v_texCoord + o, 0.0, 1.0));\n\n sumColor += s1.rgb * s1.a * w;\n sumColor += s2.rgb * s2.a * w;\n sumAlpha += s1.a * w;\n sumAlpha += s2.a * w;\n coeffSum += 2.0 * w;\n }\n\n float a = sumAlpha / max(coeffSum, 1e-6);\n vec3 rgb = a > 0.0 ? (sumColor / max(sumAlpha, 1e-6)) : vec3(0.0);\n gl_FragColor = vec4(rgb, a);\n}"}}]);
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.