import{S as e}from"./index-CDrXokXW.js";import"./index-DWyDLubb.js";const o="iblVoxelSlabDebugPixelShader",r=`precision highp float;varying vec3 vNormalizedPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;float chunkSize=stepSize*float(MAX_DRAW_BUFFERS);float numChunks=1.0/chunkSize;float positionInChunk=fract(normPos.z/chunkSize);float slab=floor(positionInChunk*float(MAX_DRAW_BUFFERS)) /
float(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) {gl_FragColor=vec4(0.0,0.0,0.0,0.0);} else {gl_FragColor=vec4(slab,0.0,0.0,0.75);}}`;e.ShadersStore[o]||(e.ShadersStore[o]=r);const i={name:o,shader:r};export{i as iblVoxelSlabDebugPixelShader};
