1import{p as e}from"./fileTools.pure-O3hflNMy.js";import{c as r,a}from"./clipPlaneFragment-DpbE3SOa.js";import{p as f}from"./packingFunctions-VuxfsKiI.js";const t="depthPixelShader",n=`#ifdef ALPHATEST 2varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>; 3#endif 4#include<clipPlaneFragmentDeclaration> 5varying vDepthMetric: f32; 6#ifdef PACKED 7#include<packingFunctions> 8#endif 9#ifdef STORE_CAMERASPACE_Z 10varying vViewPos: vec4f; 11#endif 12#define CUSTOM_FRAGMENT_DEFINITIONS 13@fragment 14fn main(input: FragmentInputs)->FragmentOutputs { 15#include<clipPlaneFragment> 16#ifdef ALPHATEST 17if (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;} 18#endif 19#ifdef STORE_CAMERASPACE_Z 20#ifdef PACKED 21fragmentOutputs.color=pack(input.vViewPos.z); 22#else 23fragmentOutputs.color= vec4f(input.vViewPos.z,0.0,0.0,1.0); 24#endif 25#else 26#ifdef NONLINEARDEPTH 27#ifdef PACKED 28fragmentOutputs.color=pack(input.position.z); 29#else 30fragmentOutputs.color= vec4f(input.position.z,0.0,0.0,0.0); 31#endif 32#else 33#ifdef PACKED 34fragmentOutputs.color=pack(input.vDepthMetric); 35#else 36fragmentOutputs.color= vec4f(input.vDepthMetric,0.0,0.0,1.0); 37#endif 38#endif 39#endif 40}`;e.ShadersStoreWGSL[t]||(e.ShadersStoreWGSL[t]=n);const p=[r,f,a];for(const i of p)e.IncludesShadersStoreWGSL[i.name]||(e.IncludesShadersStoreWGSL[i.name]=i.shader);const c={name:t,shader:n};export{c as depthPixelShaderWGSL};
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.