1import{S as e}from"./index-B2RPBpOK.js";import{k as c}from"./kernelBlurVaryingDeclaration-ClHXtBnl.js";const r="packingFunctions",l=`vec4 pack(float depth) 2{const vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);const vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);vec4 res=fract(depth*bit_shift);res-=res.xxyz*bit_mask;return res;} 3float unpack(vec4 color) 4{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}`;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=l);const f={name:r,shader:l},n="kernelBlurFragment",s=`#ifdef DOF 5factor=sampleCoC(sampleCoord{X}); 6computedWeight=KERNEL_WEIGHT{X}*factor;sumOfWeights+=computedWeight; 7#else 8computedWeight=KERNEL_WEIGHT{X}; 9#endif 10#ifdef PACKEDFLOAT 11blend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight; 12#else 13blend+=texture2D(textureSampler,sampleCoord{X})*computedWeight; 14#endif 15`;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=s);const u={name:n,shader:s},a="kernelBlurFragment2",d=`#ifdef DOF 16factor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});computedWeight=KERNEL_DEP_WEIGHT{X}*factor;sumOfWeights+=computedWeight; 17#else 18computedWeight=KERNEL_DEP_WEIGHT{X}; 19#endif 20#ifdef PACKEDFLOAT 21blend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight; 22#else 23blend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight; 24#endif 25`;e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=d);const m={name:a,shader:d},o="kernelBlurPixelShader",i=`uniform sampler2D textureSampler;uniform vec2 delta;varying vec2 sampleCenter; 26#ifdef DOF 27uniform sampler2D circleOfConfusionSampler;float sampleCoC(in vec2 offset) {float coc=texture2D(circleOfConfusionSampler,offset).r;return coc; } 28#endif 29#include<kernelBlurVaryingDeclaration>[0..varyingCount] 30#ifdef PACKEDFLOAT 31#include<packingFunctions> 32#endif 33#define CUSTOM_FRAGMENT_DEFINITIONS 34void main(void) 35{float computedWeight=0.0; 36#ifdef PACKEDFLOAT 37float blend=0.; 38#else 39vec4 blend=vec4(0.); 40#endif 41#ifdef DOF 42float sumOfWeights=CENTER_WEIGHT; 43float factor=0.0; 44#ifdef PACKEDFLOAT 45blend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT; 46#else 47blend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT; 48#endif 49#endif 50#include<kernelBlurFragment>[0..varyingCount] 51#include<kernelBlurFragment2>[0..depCount] 52#ifdef PACKEDFLOAT 53gl_FragColor=pack(blend); 54#else 55gl_FragColor=blend; 56#endif 57#ifdef DOF 58gl_FragColor/=sumOfWeights; 59#endif 60}`;e.ShadersStore[o]||(e.ShadersStore[o]=i);const p=[c,f,u,m];for(const t of p)e.IncludesShadersStore[t.name]||(e.IncludesShadersStore[t.name]=t.shader);const S={name:o,shader:i};export{S as kernelBlurPixelShader};
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.