1import{n as e}from"./rolldown-runtime-CNC7AqOf.js";import{n as t,t as n}from"./shaderStore-C5hmi3ce.js";import{n as r}from"./clipPlaneFragmentDeclaration-CGv-zJDR.js";import{n as i}from"./clipPlaneFragment-BvAeYP_6.js";import{t as a}from"./packingFunctions-j6Q19U7q.js";var o,s,c,l=e((()=>{t(),r(),a(),i(),o=`depthPixelShader`,s=`#ifdef ALPHATEST 2varying vec2 vUV;uniform sampler2D diffuseSampler; 3#endif 4#include<clipPlaneFragmentDeclaration> 5varying float vDepthMetric; 6#ifdef PACKED 7#include<packingFunctions> 8#endif 9#ifdef STORE_CAMERASPACE_Z 10varying vec4 vViewPos; 11#endif 12#define CUSTOM_FRAGMENT_DEFINITIONS 13void main(void) 14{ 15#include<clipPlaneFragment> 16#ifdef ALPHATEST 17if (texture2D(diffuseSampler,vUV).a<0.4) 18discard; 19#endif 20#ifdef STORE_CAMERASPACE_Z 21#ifdef PACKED 22gl_FragColor=pack(vViewPos.z); 23#else 24gl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0); 25#endif 26#else 27#ifdef NONLINEARDEPTH 28#ifdef PACKED 29gl_FragColor=pack(gl_FragCoord.z); 30#else 31gl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0); 32#endif 33#else 34#ifdef PACKED 35gl_FragColor=pack(vDepthMetric); 36#else 37gl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0); 38#endif 39#endif 40#endif 41}`,n.ShadersStore[o]||(n.ShadersStore[o]=s),c={name:o,shader:s}}));export{l as n,c as t}; 42//# sourceMappingURL=depth.fragment-BKYmjOcH.js.map
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.