1import{p as o}from"./fileTools.pure-O3hflNMy.js";const e="glowMapMergePixelShader",r=`varying vec2 vUV;uniform sampler2D textureSampler; 2#ifdef EMISSIVE 3uniform sampler2D textureSampler2; 4#endif 5uniform float offset; 6#define CUSTOM_FRAGMENT_DEFINITIONS 7void main(void) { 8#define CUSTOM_FRAGMENT_MAIN_BEGIN 9vec4 baseColor=texture2D(textureSampler,vUV); 10#ifdef EMISSIVE 11baseColor+=texture2D(textureSampler2,vUV);baseColor*=offset; 12#else 13baseColor.a=abs(offset-baseColor.a); 14#ifdef STROKE 15float alpha=smoothstep(.0,.1,baseColor.a);baseColor.a=alpha;baseColor.rgb=baseColor.rgb*alpha; 16#endif 17#endif 18#if LDR 19baseColor=clamp(baseColor,0.,1.0); 20#endif 21gl_FragColor=baseColor; 22#define CUSTOM_FRAGMENT_MAIN_END 23}`;o.ShadersStore[e]||(o.ShadersStore[e]=r);const l={name:e,shader:r};export{l as glowMapMergePixelShader};
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.