import{S as r}from"./index-T8LZyOXI.js";const e="harmonicsFunctions",a=`#ifdef USESPHERICALFROMREFLECTIONMAP
#ifdef SPHERICAL_HARMONICS
vec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00
+ vSphericalL1_1*(normal.y)
+ vSphericalL10*(normal.z)
+ vSphericalL11*(normal.x)
+ vSphericalL2_2*(normal.y*normal.x)
+ vSphericalL2_1*(normal.y*normal.z)
+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)
+ vSphericalL21*(normal.z*normal.x)
+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
#else
vec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}
#endif
#endif
`;r.IncludesShadersStore[e]||(r.IncludesShadersStore[e]=a);
