import{S as r}from"./index-T8LZyOXI.js";import"./index-BkylzejB.js";const e="iblShadowGBufferDebugPixelShader",a=`varying vUV : vec2f;var textureSamplerSampler : sampler;var textureSampler : texture_2d<f32>;var depthSamplerSampler : sampler;var depthSampler : texture_2d<f32>;var normalSamplerSampler : sampler;var normalSampler : texture_2d<f32>;var positionSamplerSampler : sampler;var positionSampler : texture_2d<f32>;var velocitySamplerSampler : sampler;var velocitySampler : texture_2d<f32>;uniform sizeParams : vec4f;
#define offsetX uniforms.sizeParams.x
#define offsetY uniforms.sizeParams.y
#define widthScale uniforms.sizeParams.z
#define heightScale uniforms.sizeParams.w
@fragment fn main(input : FragmentInputs)->FragmentOutputs {var uv : vec2f=
vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth : vec4f=textureSample(depthSampler,depthSamplerSampler,input.vUV);var worldNormal: vec4f=textureSample(normalSampler,normalSamplerSampler,input.vUV);var worldPosition : vec4f=textureSample(positionSampler,positionSamplerSampler,input.vUV);var velocityLinear : vec4f=textureSample(velocitySampler,velocitySamplerSampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear =
vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,
velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=a);const o={name:e,shader:a};export{o as iblShadowGBufferDebugPixelShaderWGSL};
