1import{f as e}from"./math.scalar.functions-BWXNux-o.js";import{t}from"./shaderStore-D-XQlhUT.js";var n=e({imageProcessingFunctions:()=>a}),r=`imageProcessingFunctions`,i=`#if defined(COLORGRADING) && !defined(COLORGRADING3D) 2/** 3* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL. 4* sampler3dSetting.x=textureOffset (0.5/textureSize). 5* sampler3dSetting.y=textureSize. 6*/ 7#define inline 8vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting) 9{float sliceSize=2.0*sampler3dSetting.x; 10#ifdef SAMPLER3DGREENDEPTH 11float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y; 12#else 13float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y; 14#endif 15float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger; 16#ifdef SAMPLER3DGREENDEPTH 17vec2 sliceUV=color.rb; 18#else 19vec2 sliceUV=color.rg; 20#endif 21sliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction); 22#ifdef SAMPLER3DBGRMAP 23color.rgb=result.rgb; 24#else 25color.rgb=result.bgr; 26#endif 27return color;} 28#endif 29#if TONEMAPPING==3 30const float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);} 31#endif 32#if TONEMAPPING==2 33const mat3 ACESInputMat=mat3( 34vec3(0.59719,0.07600,0.02840), 35vec3(0.35458,0.90834,0.13383), 36vec3(0.04823,0.01566,0.83777) 37);const mat3 ACESOutputMat=mat3( 38vec3( 1.60475,-0.10208,-0.00327), 39vec3(-0.53108, 1.10813,-0.07276), 40vec3(-0.07367,-0.00605, 1.07602) 41);vec3 RRTAndODTFit(vec3 v) 42{vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;} 43vec3 ACESFitted(vec3 color) 44{color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;} 45#endif 46#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS 47vec4 applyImageProcessing(vec4 result) { 48#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART 49#ifdef EXPOSURE 50result.rgb*=exposureLinear; 51#endif 52#ifdef VIGNETTE 53vec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb; 54#ifdef VIGNETTEBLENDMODEMULTIPLY 55vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier; 56#endif 57#ifdef VIGNETTEBLENDMODEOPAQUE 58result.rgb=mix(vignetteColor,result.rgb,vignette); 59#endif 60#endif 61#if TONEMAPPING==3 62result.rgb=PBRNeutralToneMapping(result.rgb); 63#elif TONEMAPPING==2 64result.rgb=ACESFitted(result.rgb); 65#elif TONEMAPPING==1 66const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb); 67#endif 68result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb); 69#ifdef CONTRAST 70vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);} 71result.rgb=max(result.rgb,0.); 72#endif 73#ifdef COLORGRADING 74vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy; 75#ifdef COLORGRADING3D 76vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb; 77#else 78vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb; 79#endif 80result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www); 81#endif 82#ifdef COLORCURVES 83float luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a); 84#endif 85#ifdef DITHER 86float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither)); 87#endif 88#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND 89return result;}`;t.IncludesShadersStore[r]||(t.IncludesShadersStore[r]=i);var a={name:r,shader:i};export{n,a as t};
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.