import{S as r}from"./index-T8LZyOXI.js";import"./index-BkylzejB.js";const o="iblVoxelSlabDebugPixelShader",n=`varying vNormalizedPosition: vec3f;uniform nearPlane: f32;uniform farPlane: f32;uniform stepSize: f32;@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var normPos: vec3f=input.vNormalizedPosition.xyz;var chunkSize: f32=uniforms.stepSize* f32(MAX_DRAW_BUFFERS);var numChunks: f32=1.0/chunkSize;var positionInChunk: f32=fract(normPos.z/chunkSize);var slab: f32=floor(positionInChunk* f32(MAX_DRAW_BUFFERS)) /
f32(MAX_DRAW_BUFFERS);if (normPos.x<0.0 || normPos.y<0.0 || normPos.z<0.0 ||
normPos.x>1.0 || normPos.y>1.0 || normPos.z>1.0) {fragmentOutputs.color= vec4f(0.0,0.0,0.0,0.0);} else {fragmentOutputs.color= vec4f(slab,0.0,0.0,0.75);}}`;r.ShadersStoreWGSL[o]||(r.ShadersStoreWGSL[o]=n);const i={name:o,shader:n};export{i as iblVoxelSlabDebugPixelShaderWGSL};
