import{S as r}from"./index-T8LZyOXI.js";import"./helperFunctions-DWhiOIpN.js";import"./index-BkylzejB.js";const e="iblScaledLuminancePixelShader",i=`#include<helperFunctions>
#ifdef IBL_USE_CUBE_MAP
var iblSourceSampler: sampler;var iblSource: texture_cube<f32>;
#else
var iblSourceSampler: sampler;var iblSource: texture_2d<f32>;
#endif
uniform iblHeight: i32;uniform iblWidth: i32;fn fetchLuminance(coords: vec2f)->f32 {
#ifdef IBL_USE_CUBE_MAP
var direction: vec3f=equirectangularToCubemapDirection(coords);var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,direction,0.0).rgb;
#else
var color: vec3f=textureSampleLevel(iblSource,iblSourceSampler,coords,0.0).rgb;
#endif
return dot(color,LuminanceEncodeApprox);}
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var deform: f32=sin(input.vUV.y*PI);var luminance: f32=fetchLuminance(input.vUV);fragmentOutputs.color=vec4f(vec3f(deform*luminance),1.0);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=i);const a={name:e,shader:i};export{a as iblScaledLuminancePixelShaderWGSL};
