import{S as i}from"./index-CDrXokXW.js";import"./backgroundUboDeclaration-hBNOFfW-.js";import"./helperFunctions-CZpZ-EbL.js";import"./bonesDeclaration-Bh_c0MF7.js";import"./instancesVertex-CO_CTxxp.js";import"./instancesDeclaration-DZdrWbmN.js";import"./clipPlaneVertex-J3Krgsee.js";import"./logDepthVertex-D_A6gsii.js";import"./shadowsVertex-CygJ_RUp.js";import"./logDepthDeclaration-DkdfQs4e.js";import"./bonesVertex-bl6LLSA1.js";import"./bakedVertexAnimation-DoavwM49.js";import"./index-DWyDLubb.js";import"./sceneUboDeclaration-BH1tZjjY.js";const e="backgroundVertexShader",t=`#include<backgroundUboDeclaration>
#include<helperFunctions>
attribute position: vec3f;
#ifdef NORMAL
attribute normal: vec3f;
#endif
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<instancesDeclaration>
varying vPositionW: vec3f;
#ifdef NORMAL
varying vNormalW: vec3f;
#endif
#ifdef UV1
attribute uv: vec2f;
#endif
#ifdef UV2
attribute uv2: vec2f;
#endif
#ifdef MAINUV1
varying vMainUV1: vec2f;
#endif
#ifdef MAINUV2
varying vMainUV2: vec2f;
#endif
#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
varying vDiffuseUV: vec2f;
#endif
#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#include<lightVxUboDeclaration>[0..maxSimultaneousLights]
#ifdef REFLECTIONMAP_SKYBOX
varying vPositionUVW: vec3f;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vDirectionW: vec3f;
#endif
#include<logDepthDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
@vertex
fn main(input : VertexInputs)->FragmentInputs {
#define CUSTOM_VERTEX_MAIN_BEGIN
#ifdef REFLECTIONMAP_SKYBOX
vertexOutputs.vPositionUVW=input.position;
#endif
#include<instancesVertex>
#include<bonesVertex>
#include<bakedVertexAnimation>
#ifdef MULTIVIEW
if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(input.position,1.0);}
#else
vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);
#endif
var worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;
#ifdef NORMAL
var normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
#ifdef NONUNIFORMSCALING
normalWorld=transposeMat3(inverseMat3(normalWorld));
#endif
vertexOutputs.vNormalW=normalize(normalWorld*input.normal);
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(input.position,0.0)).xyz);
#ifdef EQUIRECTANGULAR_RELFECTION_FOV
var screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}
#endif
#endif
#ifndef UV1
var uv: vec2f=vec2f(0.,0.);
#else
var uv=input.uv;
#endif
#ifndef UV2
var uv2: vec2f=vec2f(0.,0.);
#else
var uv2=input.uv2;
#endif
#ifdef MAINUV1
vertexOutputs.vMainUV1=uv;
#endif
#ifdef MAINUV2
vertexOutputs.vMainUV2=uv2;
#endif
#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
if (uniforms.vDiffuseInfos.x==0.)
{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}
else
{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}
#endif
#include<clipPlaneVertex>
#include<fogVertex>
#include<shadowsVertex>[0..maxSimultaneousLights]
#ifdef VERTEXCOLOR
vertexOutputs.vColor=vertexInputs.color;
#endif
#include<logDepthVertex>
#define CUSTOM_VERTEX_MAIN_END
}
`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=t);const m={name:e,shader:t};export{m as backgroundVertexShaderWGSL};
