1import{S as r}from"./Layout.astro_astro_type_script_index_0_lang.D7HFstIc.js";import"./helperFunctions.BQK4OmV-.js";import"./_commonjsHelpers.CqkleIqs.js";const e="grainPixelShader",t=`#include<helperFunctions> 2varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform intensity: f32;uniform animatedSeed: f32; 3#define CUSTOM_FRAGMENT_DEFINITIONS 4@fragment 5fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var seed: vec2f=input.vUV*uniforms.animatedSeed;var grain: f32=dither(seed,uniforms.intensity);var lum: f32=getLuminance(fragmentOutputs.color.rgb);var grainAmount: f32=(cos(-PI+(lum*PI*2.))+1.)/2.;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+grain*grainAmount,fragmentOutputs.color.a);fragmentOutputs.color=vec4f(max(fragmentOutputs.color.rgb,vec3f(0.0)),fragmentOutputs.color.a);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const m={name:e,shader:t};export{m as grainPixelShaderWGSL};
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.