import{S as r}from"./index-CDrXokXW.js";import"./helperFunctions-CZpZ-EbL.js";import"./hdrFilteringFunctions-DD5EqJpN.js";import"./pbrBRDFFunctions-baMKuu65.js";import"./index-DWyDLubb.js";const e="iblDominantDirectionPixelShader",i=`#include<helperFunctions>
#include<importanceSampling>
#include<pbrBRDFFunctions>
#include<hdrFilteringFunctions>
var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var lightDir: vec3f=vec3f(0.0,0.0,0.0);for(var i: u32=0u; i<NUM_SAMPLES; i++)
{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));lightDir+=Ls;}
lightDir/=vec3f(f32(NUM_SAMPLES));fragmentOutputs.color=vec4f(lightDir,1.0);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=i);const m={name:e,shader:i};export{m as iblDominantDirectionPixelShaderWGSL};
