1import{p as r}from"./fileTools.pure-O3hflNMy.js";const e="sharpenPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform sharpnessAmounts: vec2f; 2#define CUSTOM_FRAGMENT_DEFINITIONS 3@fragment 4fn main(input: FragmentInputs)->FragmentOutputs {var onePixel: vec2f= vec2f(1.0,1.0)/uniforms.screenSize;var color: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);var edgeDetection: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(0,-1)) + 5textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(-1,0)) + 6textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(1,0)) + 7textureSample(textureSampler,textureSamplerSampler,input.vUV+onePixel*vec2f(0,1)) - 8color*4.0;fragmentOutputs.color=max(vec4f(color.rgb*uniforms.sharpnessAmounts.y,color.a)-(uniforms.sharpnessAmounts.x* vec4f(edgeDetection.rgb,0)),vec4f(0.));}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const m={name:e,shader:t};export{m as sharpenPixelShaderWGSL};
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.