1import{p as e}from"./fileTools.pure-O3hflNMy.js";import{i as a,a as n}from"./imageProcessingFunctions-D9sedsmd.js";import{h as i}from"./helperFunctions-B6Ks6Htg.js";const t="imageProcessingPixelShader",s=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>; 2#include<imageProcessingDeclaration> 3#include<helperFunctions> 4#include<imageProcessingFunctions> 5#define CUSTOM_FRAGMENT_DEFINITIONS 6@fragment 7fn main(input: FragmentInputs)->FragmentOutputs {var result: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);result=vec4f(max(result.rgb,vec3f(0.)),result.a); 8#ifdef IMAGEPROCESSING 9#ifndef FROMLINEARSPACE 10result=vec4f(toLinearSpaceVec3(result.rgb),result.a); 11#endif 12result=applyImageProcessing(result); 13#else 14#ifdef FROMLINEARSPACE 15result=applyImageProcessing(result); 16#endif 17#endif 18fragmentOutputs.color=result;}`;e.ShadersStoreWGSL[t]||(e.ShadersStoreWGSL[t]=s);const l=[a,i,n];for(const r of l)e.IncludesShadersStoreWGSL[r.name]||(e.IncludesShadersStoreWGSL[r.name]=r.shader);const S={name:t,shader:s};export{S as imageProcessingPixelShaderWGSL};
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.