import{S as t}from"./index-T8LZyOXI.js";import"./bonesDeclaration-DRm108YS.js";import"./instancesVertex-whkiHs58.js";import"./morphTargetsVertexDeclaration-DsQfJlg2.js";import"./clipPlaneVertex-BCfHUehW.js";import"./instancesDeclaration-DC1IjOTo.js";import"./morphTargetsVertex-BMZrw34s.js";import"./bonesVertex-DEijwwRV.js";import"./bakedVertexAnimation-pP_Q27Xv.js";import"./index-BkylzejB.js";const e="depthVertexShader",i=`attribute position: vec3f;
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<morphTargetsVertexGlobalDeclaration>
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
#include<clipPlaneVertexDeclaration>
#include<instancesDeclaration>
uniform viewProjection: mat4x4f;uniform depthValues: vec2f;
#if defined(ALPHATEST) || defined(NEED_UV)
varying vUV: vec2f;uniform diffuseMatrix: mat4x4f;
#ifdef UV1
attribute uv: vec2f;
#endif
#ifdef UV2
attribute uv2: vec2f;
#endif
#endif
#ifdef STORE_CAMERASPACE_Z
uniform view: mat4x4f;varying vViewPos: vec4f;
#endif
varying vDepthMetric: f32;
#define CUSTOM_VERTEX_DEFINITIONS
@vertex
fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;
#ifdef UV1
var uvUpdated: vec2f=input.uv;
#endif
#ifdef UV2
var uv2Updated: vec2f=input.uv2;
#endif
#include<morphTargetsVertexGlobal>
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
#include<instancesVertex>
#include<bonesVertex>
#include<bakedVertexAnimation>
var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
#include<clipPlaneVertex>
vertexOutputs.position=uniforms.viewProjection*worldPos;
#ifdef STORE_CAMERASPACE_Z
vertexOutputs.vViewPos=uniforms.view*worldPos;
#else
#ifdef USE_REVERSE_DEPTHBUFFER
vertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
#else
vertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));
#endif
#endif
#if defined(ALPHATEST) || defined(BASIC_RENDER)
#ifdef UV1
vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
#endif
#ifdef UV2
vertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
#endif
#endif
}
`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=i);const c={name:e,shader:i};export{c as depthVertexShaderWGSL};
