app
JST Connector Studio: manufacturer 3D mate editor
Public Unreviewedby John Lauer
Interactive Babylon 9.5 studio for JST wire-to-board connectors: load a system (PH/XH/SH/GH/ZH), see the JST manufacturer housing+wire+ds2sf footprint mate in a looping animation next to the KiCad hou
import { bW as t } from "./chunk-CrnJfeNw.js";
const e = "volumetricLightingBlendVolumePixelShader", r = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;uniform invProjection: mat4x4<f32>;uniform outputTextureSize: vec2f;
#ifdef USE_EXTINCTION
uniform extinction: vec3f;
#endif
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);
#ifdef USE_EXTINCTION
let depth=textureLoad(depthSampler,vec2u(fragmentInputs.position.xy),0).r;let ndc=vec4f((fragmentInputs.position.xy/uniforms.outputTextureSize)*2.-1.,depth,1.0);var viewPos=uniforms.invProjection*ndc;viewPos=viewPos/viewPos.w;let eyeDist=length(viewPos);fragmentOutputs.color2=vec4f(exp(-uniforms.extinction*eyeDist),1.0);
#endif
}
`;
t.ShadersStoreWGSL[e] || (t.ShadersStoreWGSL[e] = r);
const n = { name: e, shader: r };
export {
n as volumetricLightingBlendVolumePixelShaderWGSL
};