import{S as r}from"./Viewer-DVCEMRp5.js";import"./vuetify-Ce4WN_Dg.js";import"./overlayscrollbars-CiKU261J.js";import"./index-Bku7SJna.js";import"./echarts-DzoUeqWp.js";import"./codemirror-ZSHHXwGs.js";const e="glowMapMergePixelShader",o="varying vec2 vUV;uniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\nuniform float offset;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);baseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);baseColor.a=alpha;baseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";r.ShadersStore[e]=o;const m={name:e,shader:o};export{m as glowMapMergePixelShader};
