1import{p as r}from"./fileTools.pure-O3hflNMy.js";const e="depthOfFieldMergePixelShader",l=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var circleOfConfusionSamplerSampler: sampler;var circleOfConfusionSampler: texture_2d<f32>;var blurStep0Sampler: sampler;var blurStep0: texture_2d<f32>; 2#if BLUR_LEVEL>0 3var blurStep1Sampler: sampler;var blurStep1: texture_2d<f32>; 4#endif 5#if BLUR_LEVEL>1 6var blurStep2Sampler: sampler;var blurStep2: texture_2d<f32>; 7#endif 8#define CUSTOM_FRAGMENT_DEFINITIONS 9@fragment 10fn main(input: FragmentInputs)->FragmentOutputs {var coc: f32=textureSampleLevel(circleOfConfusionSampler,circleOfConfusionSamplerSampler,input.vUV,0.0).r; 11#if BLUR_LEVEL==0 12var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred0,coc); 13#endif 14#if BLUR_LEVEL==1 15if(coc<0.5){var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred1,coc/0.5);}else{var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred1,blurred0,(coc-0.5)/0.5);} 16#endif 17#if BLUR_LEVEL==2 18if(coc<0.33){var original: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var blurred2: vec4f=textureSampleLevel(blurStep2,blurStep2Sampler,input.vUV,0.0);fragmentOutputs.color=mix(original,blurred2,coc/0.33);}else if(coc<0.66){var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);var blurred2: vec4f=textureSampleLevel(blurStep2,blurStep2Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred2,blurred1,(coc-0.33)/0.33);}else{var blurred0: vec4f=textureSampleLevel(blurStep0,blurStep0Sampler,input.vUV,0.0);var blurred1: vec4f=textureSampleLevel(blurStep1,blurStep1Sampler,input.vUV,0.0);fragmentOutputs.color=mix(blurred1,blurred0,(coc-0.66)/0.34);} 19#endif 20} 21`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=l);const u={name:e,shader:l};export{u as depthOfFieldMergePixelShaderWGSL};
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.