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https://riotbots.up.railway.app/_next/static/chunks/1783-bcea763f6ff58743.js

js riotbots.up.railway.app collected 2026-10-03 12:14:47 UTC 8,171 bytes, 57 lines download raw bytes

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2
3    // original shader by Evan Wallace
4
5    #define MAX_ITERATIONS 100
6
7    uniform float blur;
8    uniform float taper;
9    uniform vec2 start;
10    uniform vec2 end;
11    uniform vec2 direction;
12    uniform int samples;
13
14    float random(vec3 scale, float seed) {
15        /* use the fragment position for a different seed per-pixel */
16        return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
17    }
18
19    void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
20        vec4 color = vec4(0.0);
21        float total = 0.0;
22        vec2 startPixel = vec2(start.x * resolution.x, start.y * resolution.y);
23        vec2 endPixel = vec2(end.x * resolution.x, end.y * resolution.y);
24        float f_samples = float(samples);
25        float half_samples = f_samples / 2.0;
26
27        // use screen diagonal to normalize blur radii
28        float maxScreenDistance = distance(vec2(0.0), resolution); // diagonal distance
29        float gradientRadius = taper * (maxScreenDistance);
30        float blurRadius = blur * (maxScreenDistance / 16.0);
31
32        /* randomize the lookup values to hide the fixed number of samples */
33        float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
34        vec2 normal = normalize(vec2(startPixel.y - endPixel.y, endPixel.x - startPixel.x));
35        float radius = smoothstep(0.0, 1.0, abs(dot(uv * resolution - startPixel, normal)) / gradientRadius) * blurRadius;
36
37        #pragma unroll_loop_start
38        for (int i = 0; i <= MAX_ITERATIONS; i++) {
39            if (i >= samples) { break; } // return early if over sample count
40            float f_i = float(i);
41            float s_i = -half_samples + f_i;
42            float percent = (s_i + offset - 0.5) / half_samples;
43            float weight = 1.0 - abs(percent);
44            vec4 sample_i = texture2D(inputBuffer, uv + normalize(direction) / resolution * percent * radius);
45            /* switch to pre-multiplied alpha to correctly blur transparent images */
46            sample_i.rgb *= sample_i.a;
47            color += sample_i * weight;
48            total += weight;
49        }
50        #pragma unroll_loop_end
51
52        outputColor = color / total;
53
54        /* switch back from pre-multiplied alpha */
55        outputColor.rgb /= outputColor.a + 0.00001;
56    }
57    `});s.Mj;s.Mj;s.Mj;let T=(0,n.forwardRef)(({halfRes:e,screenSpaceRadius:t,quality:a,depthAwareUpsampling:o=!0,aoRadius:s=5,aoSamples:l=16,denoiseSamples:f=4,denoiseRadius:u=12,distanceFalloff:c=1,intensity:d=1,color:p,renderMode:m=0},h)=>{let{camera:b,scene:w}=(0,i.C)(),g=(0,n.useMemo)(()=>new v.ae(w,b),[b,w]);return(0,n.useLayoutEffect)(()=>{(0,i.s)(g.configuration,{color:p,aoRadius:s,distanceFalloff:c,intensity:d,aoSamples:l,denoiseSamples:f,denoiseRadius:u,screenSpaceRadius:t,renderMode:m,halfRes:e,depthAwareUpsampling:o})},[t,p,s,c,d,l,f,u,m,e,o,g]),(0,n.useLayoutEffect)(()=>{a&&g.setQualityMode(a.charAt(0).toUpperCase()+a.slice(1))},[g,a]),(0,r.jsx)("primitive",{ref:h,object:g})})},5981:(e,t,a)=>{a.d(t,{o:()=>n});var r=a(4823);class n{constructor(){this.isPass=!0,this.enabled=!0,this.needsSwap=!0,this.clear=!1,this.renderToScreen=!1}setSize(){}render(){console.error("THREE.Pass: .render() must be implemented in derived pass.")}dispose(){}}new r.qUd(-1,1,1,-1,0,1);class o extends r.LoY{constructor(){super(),this.setAttribute("position",new r.qtW([-1,3,0,-1,-1,0,3,-1,0],3)),this.setAttribute("uv",new r.qtW([0,2,0,0,2,0],2))}}new o}}]);

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