1import{S as t}from"./Layout.astro_astro_type_script_index_0_lang.D7HFstIc.js";import"./_commonjsHelpers.CqkleIqs.js";const e="passCubePixelShader",r=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>; 2#define CUSTOM_FRAGMENT_DEFINITIONS 3@fragment 4fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0; 5#ifdef POSITIVEX 6fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x)); 7#endif 8#ifdef NEGATIVEX 9fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x)); 10#endif 11#ifdef POSITIVEY 12fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x)); 13#endif 14#ifdef NEGATIVEY 15fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x)); 16#endif 17#ifdef POSITIVEZ 18fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001)); 19#endif 20#ifdef NEGATIVEZ 21fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001)); 22#endif 23}`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=r);const S={name:e,shader:r};export{S as passCubePixelShaderWGSL};
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.