1import{p as e}from"./fileTools.pure-O3hflNMy.js";import{k as f}from"./kernelBlurVaryingDeclaration-DdOogBmH.js";import{p}from"./packingFunctions-VuxfsKiI.js";const t="kernelBlurFragment",l=`#ifdef DOF 2factor=sampleCoC(fragmentInputs.sampleCoord{X}); 3computedWeight=KERNEL_WEIGHT{X}*factor;sumOfWeights+=computedWeight; 4#else 5computedWeight=KERNEL_WEIGHT{X}; 6#endif 7#ifdef PACKEDFLOAT 8blend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X}))*computedWeight; 9#else 10blend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCoord{X})*computedWeight; 11#endif 12`;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=l);const s={name:t,shader:l},n="kernelBlurFragment2",m=`#ifdef DOF 13factor=sampleCoC(fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X});computedWeight=KERNEL_DEP_WEIGHT{X}*factor;sumOfWeights+=computedWeight; 14#else 15computedWeight=KERNEL_DEP_WEIGHT{X}; 16#endif 17#ifdef PACKEDFLOAT 18blend+=unpack(textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X}))*computedWeight; 19#else 20blend+=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.sampleCenter+uniforms.delta*KERNEL_DEP_OFFSET{X})*computedWeight; 21#endif 22`;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=m);const o={name:n,shader:m},a="kernelBlurPixelShader",u=`var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform delta: vec2f;varying sampleCenter: vec2f; 23#ifdef DOF 24var circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;fn sampleCoC(offset: vec2f)->f32 {var coc: f32=textureSample(circleOfConfusionSampler,circleOfConfusionSamplerSampler,offset).r;return coc; } 25#endif 26#include<kernelBlurVaryingDeclaration>[0..varyingCount] 27#ifdef PACKEDFLOAT 28#include<packingFunctions> 29#endif 30#define CUSTOM_FRAGMENT_DEFINITIONS 31@fragment 32fn main(input: FragmentInputs)->FragmentOutputs {var computedWeight: f32=0.0; 33#ifdef PACKEDFLOAT 34var blend: f32=0.; 35#else 36var blend: vec4f= vec4f(0.); 37#endif 38#ifdef DOF 39var sumOfWeights: f32=CENTER_WEIGHT; 40var factor: f32=0.0; 41#ifdef PACKEDFLOAT 42blend+=unpack(textureSample(textureSampler,textureSamplerSampler,input.sampleCenter))*CENTER_WEIGHT; 43#else 44blend+=textureSample(textureSampler,textureSamplerSampler,input.sampleCenter)*CENTER_WEIGHT; 45#endif 46#endif 47#include<kernelBlurFragment>[0..varyingCount] 48#include<kernelBlurFragment2>[0..depCount] 49#ifdef PACKEDFLOAT 50fragmentOutputs.color=pack(blend); 51#else 52fragmentOutputs.color=blend; 53#endif 54#ifdef DOF 55fragmentOutputs.color/=sumOfWeights; 56#endif 57}`;e.ShadersStoreWGSL[a]||(e.ShadersStoreWGSL[a]=u);const d=[f,p,s,o];for(const r of d)e.IncludesShadersStoreWGSL[r.name]||(e.IncludesShadersStoreWGSL[r.name]=r.shader);const E={name:a,shader:u};export{E as kernelBlurPixelShaderWGSL};
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.