1import{S as e}from"./index-BYDO1PNr.js";import{h as t}from"./helperFunctions-BWATzsHQ.js";const a="layerPixelShader",o=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform color: vec4f; 2#include<helperFunctions> 3#define CUSTOM_FRAGMENT_DEFINITIONS 4@fragment 5fn main(input: FragmentInputs)->FragmentOutputs { 6#define CUSTOM_FRAGMENT_MAIN_BEGIN 7var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV); 8#if defined(CONVERT_TO_GAMMA) 9baseColor=toGammaSpace(baseColor); 10#elif defined(CONVERT_TO_LINEAR) 11baseColor=toLinearSpaceVec4(baseColor); 12#endif 13#ifdef ALPHATEST 14if (baseColor.a<0.4) {discard;} 15#endif 16fragmentOutputs.color=baseColor*uniforms.color; 17#define CUSTOM_FRAGMENT_MAIN_END 18}`;e.ShadersStoreWGSL[a]||(e.ShadersStoreWGSL[a]=o);const n=[t];for(const r of n)e.IncludesShadersStoreWGSL[r.name]||(e.IncludesShadersStoreWGSL[r.name]=r.shader);const i={name:a,shader:o};export{i as layerPixelShaderWGSL};
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.