1import{p as e}from"./fileTools.pure-O3hflNMy.js";import{x as o,y as n}from"./tier3-babylon-z6xMXPxH.js";import{h as t}from"./helperFunctions-D7-zXdUR.js";import"./index-DY6XcbtQ.js";import"./smartArray-B7wVGkJ5.js";import"./tools.pure-PAKPbutq.js";import"./thinEngine-DI9LWTqR.js";const s="imageProcessingPixelShader",i=`varying vec2 vUV;uniform sampler2D textureSampler; 2#include<imageProcessingDeclaration> 3#include<helperFunctions> 4#include<imageProcessingFunctions> 5#define CUSTOM_FRAGMENT_DEFINITIONS 6void main(void) 7{vec4 result=texture2D(textureSampler,vUV);result.rgb=max(result.rgb,vec3(0.)); 8#ifdef IMAGEPROCESSING 9#ifndef FROMLINEARSPACE 10result.rgb=toLinearSpace(result.rgb); 11#endif 12result=applyImageProcessing(result); 13#else 14#ifdef FROMLINEARSPACE 15result=applyImageProcessing(result); 16#endif 17#endif 18gl_FragColor=result;}`;e.ShadersStore[s]||(e.ShadersStore[s]=i);const a=[o,t,n];for(const r of a)e.IncludesShadersStore[r.name]||(e.IncludesShadersStore[r.name]=r.shader);const p={name:s,shader:i};export{p as imageProcessingPixelShader};
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.