1import{p as r}from"./fileTools.pure-O3hflNMy.js";const e="depthOfFieldMergePixelShader",l=`#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE) 2#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod) 3#else 4#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias) 5#endif 6uniform sampler2D textureSampler;varying vec2 vUV;uniform sampler2D circleOfConfusionSampler;uniform sampler2D blurStep0; 7#if BLUR_LEVEL>0 8uniform sampler2D blurStep1; 9#endif 10#if BLUR_LEVEL>1 11uniform sampler2D blurStep2; 12#endif 13#define CUSTOM_FRAGMENT_DEFINITIONS 14void main(void) 15{float coc=TEXTUREFUNC(circleOfConfusionSampler,vUV,0.0).r; 16#if BLUR_LEVEL==0 17vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);gl_FragColor=mix(original,blurred0,coc); 18#endif 19#if BLUR_LEVEL==1 20if(coc<0.5){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(original,blurred1,coc/0.5);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);} 21#endif 22#if BLUR_LEVEL==2 23if(coc<0.33){vec4 original=TEXTUREFUNC(textureSampler,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(original,blurred2,coc/0.33);}else if(coc<0.66){vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);vec4 blurred2=TEXTUREFUNC(blurStep2,vUV,0.0);gl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{vec4 blurred0=TEXTUREFUNC(blurStep0,vUV,0.0);vec4 blurred1=TEXTUREFUNC(blurStep1,vUV,0.0);gl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);} 24#endif 25} 26`;r.ShadersStore[e]||(r.ShadersStore[e]=l);const o={name:e,shader:l};export{o as depthOfFieldMergePixelShader};
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