import{S as e}from"./index-T8LZyOXI.js";const t="fogVertexDeclaration",o=`#ifdef FOG
varying vFogDistance: vec3f;
#endif
`;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=o);const s="fogVertex",n=`#ifdef FOG
#ifdef SCENE_UBO
vertexOutputs.vFogDistance=(scene.view*worldPos).xyz;
#else
vertexOutputs.vFogDistance=(uniforms.view*worldPos).xyz;
#endif
#endif
`;e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=n);const r="logDepthVertex",i=`#ifdef LOGARITHMICDEPTH
vertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;
#endif
`;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=i);
