import{S as r}from"./index-CDrXokXW.js";import"./index-DWyDLubb.js";const e="iblShadowDebugPixelShader",a=`#ifdef GL_ES
precision mediump float;
#endif
varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D debugSampler;uniform vec4 sizeParams;
#define offsetX sizeParams.x
#define offsetY sizeParams.y
#define widthScale sizeParams.z
#define heightScale sizeParams.w
void main(void) {vec2 uv =
vec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 debugColour=texture2D(debugSampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {gl_FragColor.rgb=mix(debugColour.rgb,background.rgb,0.0);gl_FragColor.a=1.0;}}`;r.ShadersStore[e]||(r.ShadersStore[e]=a);const d={name:e,shader:a};export{d as iblShadowDebugPixelShader};
