1import{p as a}from"./fileTools.pure-O3hflNMy.js";const e="circleOfConfusionPixelShader",r=`varying vUV: vec2f;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>; 2#ifndef COC_DEPTH_NOT_NORMALIZED 3uniform cameraMinMaxZ: vec2f; 4#endif 5uniform focusDistance: f32;uniform cocPrecalculation: f32; 6#define CUSTOM_FRAGMENT_DEFINITIONS 7@fragment 8fn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSample(depthSampler,depthSamplerSampler,input.vUV).r; 9#define CUSTOM_COC_DEPTH 10#ifdef COC_DEPTH_NOT_NORMALIZED 11let pixelDistance=depth*1000.0; 12#else 13let pixelDistance: f32=(uniforms.cameraMinMaxZ.x+uniforms.cameraMinMaxZ.y*depth)*1000.0; 14#endif 15#define CUSTOM_COC_PIXELDISTANCE 16var coc: f32=abs(uniforms.cocPrecalculation*((uniforms.focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);fragmentOutputs.color= vec4f(coc,coc,coc,1.0);} 17`;a.ShadersStoreWGSL[e]||(a.ShadersStoreWGSL[e]=r);const n={name:e,shader:r};export{n as circleOfConfusionPixelShaderWGSL};
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.