1import{S as r}from"./index-0LhFotdt.js";const e="depthBoxBlurPixelShader",o=`varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize; 2#define CUSTOM_FRAGMENT_DEFINITIONS 3void main(void) 4{vec4 colorDepth=vec4(0.0);for (int x=-OFFSET; x<=OFFSET; x++) 5for (int y=-OFFSET; y<=OFFSET; y++) 6colorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);gl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));}`;r.ShadersStore[e]||(r.ShadersStore[e]=o);const S={name:e,shader:o};export{S as depthBoxBlurPixelShader};
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.