1import{S as r}from"./index-B2RPBpOK.js";const e="glowMapMergePixelShader",a=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>; 2#ifdef EMISSIVE 3var textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>; 4#endif 5uniform offset: f32; 6#define CUSTOM_FRAGMENT_DEFINITIONS 7@fragment 8fn main(input: FragmentInputs)->FragmentOutputs { 9#define CUSTOM_FRAGMENT_MAIN_BEGIN 10var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV); 11#ifdef EMISSIVE 12baseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset; 13#else 14baseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a)); 15#ifdef STROKE 16var alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha); 17#endif 18#endif 19#if LDR 20baseColor=clamp(baseColor,vec4f(0.),vec4f(1.0)); 21#endif 22fragmentOutputs.color=baseColor; 23#define CUSTOM_FRAGMENT_MAIN_END 24} 25`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=a);const o={name:e,shader:a};export{o as glowMapMergePixelShaderWGSL};
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.