1import{S as e}from"./index-B2RPBpOK.js";import{k as o}from"./kernelBlurVaryingDeclaration-jBSYwhcU.js";const t="kernelBlurVertex",s="vertexOutputs.sampleCoord{X}=vertexOutputs.sampleCenter+uniforms.delta*KERNEL_OFFSET{X};";e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=s);const d={name:t,shader:s},n="kernelBlurVertexShader",a=`attribute position: vec2f;uniform delta: vec2f;varying sampleCenter: vec2f; 2#include<kernelBlurVaryingDeclaration>[0..varyingCount] 3#define CUSTOM_VERTEX_DEFINITIONS 4@vertex 5fn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5); 6#define CUSTOM_VERTEX_MAIN_BEGIN 7vertexOutputs.sampleCenter=(vertexInputs.position*madd+madd); 8#include<kernelBlurVertex>[0..varyingCount] 9vertexOutputs.position= vec4f(vertexInputs.position,0.0,1.0); 10#define CUSTOM_VERTEX_MAIN_END 11}`;e.ShadersStoreWGSL[n]||(e.ShadersStoreWGSL[n]=a);const i=[o,d];for(const r of i)e.IncludesShadersStoreWGSL[r.name]||(e.IncludesShadersStoreWGSL[r.name]=r.shader);const l={name:n,shader:a};export{l as kernelBlurVertexShaderWGSL};
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.