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https://distygame.manus.space/assets/glowBlurPostProcess.fragment-DCErKSgH.js

js distygame.manus.space collected 2026-10-03 05:01:55 UTC 1,409 bytes, 7 lines download raw bytes

1import{S as r}from"./index-B2RPBpOK.js";const e="glowBlurPostProcessPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;uniform direction: vec2f;uniform blurWidth: f32;fn getLuminance(color: vec3f)->f32
2{return dot(color, vec3f(0.2126,0.7152,0.0722));}
3#define CUSTOM_FRAGMENT_DEFINITIONS
4@fragment
5fn main(input: FragmentInputs)->FragmentOutputs {var weights: array<f32 ,7>;weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;var texelSize: vec2f= vec2f(1.0/uniforms.screenSize.x,1.0/uniforms.screenSize.y);var texelStep: vec2f=texelSize*uniforms.direction*uniforms.blurWidth;var start: vec2f=input.vUV-3.0*texelStep;var baseColor: vec4f= vec4f(0.,0.,0.,0.);var texelOffset: vec2f= vec2f(0.,0.);for (var i: i32=0; i<7; i++)
6{var texel: vec4f=textureSample(textureSampler,textureSamplerSampler,start+texelOffset);baseColor=vec4f(baseColor.rgb,baseColor.a+texel.a*weights[i]);var luminance: f32=getLuminance(baseColor.rgb);var luminanceTexel: f32=getLuminance(texel.rgb);var choice: f32=step(luminanceTexel,luminance);baseColor=vec4f(choice*baseColor.rgb+(1.0-choice)*texel.rgb,baseColor.a);texelOffset+=texelStep;}
7fragmentOutputs.color=baseColor;}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const o={name:e,shader:t};export{o as glowBlurPostProcessPixelShaderWGSL};

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