/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.25/esri/copyright.txt for details. */ import{i as e}from"./vec3.js";import{ScreenSpacePass as r}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{ReadLinearDepth as o}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Float2DrawUniform as t}from"../views/3d/webgl-engine/core/shaderModules/Float2DrawUniform.js";import{Float2PassUniform as a}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{FloatPassUniform as n}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as l}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DDrawUniform as i}from"../views/3d/webgl-engine/core/shaderModules/Texture2DDrawUniform.js";import{Texture2DPassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";const f=4;function c(){const c=new l,u=c.fragment;c.include(r);const m=(f+1)/2,p=1/(2*m*m);return u.include(o),u.uniforms.add([new d("depthMap",(e=>e.depthTexture)),new i("tex",(e=>e.colorTexture)),new t("blurSize",(e=>e.blurSize)),new n("projScale",((r,o)=>{const t=e(o.camera.eye,o.camera.center);return t>5e4?Math.max(0,r.projScale-(t-5e4)):r.projScale})),new a("nearFar",((e,r)=>r.camera.nearFar))]),u.code.add(s` void blurFunction(vec2 uv, float r, float center_d, float sharpness, inout float wTotal, inout float bTotal) { float c = texture2D(tex, uv).r; float d = linearDepthFromTexture(depthMap, uv, nearFar); float ddiff = d - center_d; float w = exp(-r * r * ${s.float(p)} - ddiff * ddiff * sharpness); wTotal += w; bTotal += w * c; } `),u.code.add(s` void main(void) { float b = 0.0; float w_total = 0.0; float center_d = linearDepthFromTexture(depthMap, uv, nearFar); float sharpness = -0.05 * projScale / center_d; for (int r = -${s.int(f)}; r <= ${s.int(f)}; ++r) { float rf = float(r); vec2 uvOffset = uv + rf * blurSize; blurFunction(uvOffset, rf, center_d, sharpness, w_total, b); } gl_FragColor = vec4(b / w_total); } `),c}const u=Object.freeze(Object.defineProperty({__proto__:null,build:c},Symbol.toStringTag,{value:"Module"}));export{u as S,c as b};