var source = "\n\nstruct GlobalFilterUniforms {\n uInputSize:vec4,\n uInputPixel:vec4,\n uInputClamp:vec4,\n uOutputFrame:vec4,\n uGlobalFrame:vec4,\n uOutputTexture:vec4,\n};\n\nstruct NoiseUniforms {\n uNoise:f32,\n uSeed:f32,\n};\n\n@group(0) @binding(0) var gfu: GlobalFilterUniforms;\n@group(0) @binding(1) var uTexture: texture_2d;\n@group(0) @binding(2) var uSampler : sampler;\n\n@group(1) @binding(0) var noiseUniforms : NoiseUniforms;\n\nstruct VSOutput {\n @builtin(position) position: vec4,\n @location(0) uv : vec2\n };\n\nfn filterVertexPosition(aPosition:vec2) -> vec4\n{\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\n\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\n position.y = position.y * (2.0*gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\n\n return vec4(position, 0.0, 1.0);\n}\n\nfn filterTextureCoord( aPosition:vec2 ) -> vec2\n{\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\n}\n\nfn globalTextureCoord( aPosition:vec2 ) -> vec2\n{\n return (aPosition.xy / gfu.uGlobalFrame.zw) + (gfu.uGlobalFrame.xy / gfu.uGlobalFrame.zw); \n}\n\nfn getSize() -> vec2\n{\n return gfu.uGlobalFrame.zw;\n}\n \n@vertex\nfn mainVertex(\n @location(0) aPosition : vec2, \n) -> VSOutput {\n return VSOutput(\n filterVertexPosition(aPosition),\n filterTextureCoord(aPosition)\n );\n}\n\nfn rand(co:vec2) -> f32\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\n\n\n@fragment\nfn mainFragment(\n @location(0) uv: vec2,\n @builtin(position) position: vec4\n) -> @location(0) vec4 {\n\n var pixelPosition = globalTextureCoord(position.xy);// / (getSize());//- gfu.uOutputFrame.xy);\n \n \n var sample = textureSample(uTexture, uSampler, uv);\n var randomValue = rand(pixelPosition.xy * noiseUniforms.uSeed);\n var diff = (randomValue - 0.5) * noiseUniforms.uNoise;\n \n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (sample.a > 0.0) {\n sample.r /= sample.a;\n sample.g /= sample.a;\n sample.b /= sample.a;\n }\n\n sample.r += diff;\n sample.g += diff;\n sample.b += diff;\n\n // Premultiply alpha again.\n sample.r *= sample.a;\n sample.g *= sample.a;\n sample.b *= sample.a;\n \n return sample;\n}"; export { source as default }; //# sourceMappingURL=noise.wgsl.mjs.map