import { S as ShaderStore } from './index-BeVTUo08.js';

// Do not edit.
const name$1 = "imageProcessingDeclaration";
const shader$1 = `#ifdef EXPOSURE
uniform exposureLinear: f32;
#endif
#ifdef CONTRAST
uniform contrast: f32;
#endif
#if defined(VIGNETTE) || defined(DITHER)
uniform vInverseScreenSize: vec2f;
#endif
#ifdef VIGNETTE
uniform vignetteSettings1: vec4f;uniform vignetteSettings2: vec4f;
#endif
#ifdef COLORCURVES
uniform vCameraColorCurveNegative: vec4f;uniform vCameraColorCurveNeutral: vec4f;uniform vCameraColorCurvePositive: vec4f;
#endif
#ifdef COLORGRADING
#ifdef COLORGRADING3D
var txColorTransformSampler: sampler;var txColorTransform: texture_3d<f32>;
#else
var txColorTransformSampler: sampler;var txColorTransform: texture_2d<f32>;
#endif
uniform colorTransformSettings: vec4f;
#endif
#ifdef DITHER
uniform ditherIntensity: f32;
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name$1]) {
    ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
}

// Do not edit.
const name = "imageProcessingFunctions";
const shader = `#if TONEMAPPING==3
const PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}
var d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}
#endif
#if TONEMAPPING==2
const ACESInputMat: mat3x3f= mat3x3f(
vec3f(0.59719,0.07600,0.02840),
vec3f(0.35458,0.90834,0.13383),
vec3f(0.04823,0.01566,0.83777)
);const ACESOutputMat: mat3x3f= mat3x3f(
vec3f( 1.60475,-0.10208,-0.00327),
vec3f(-0.53108, 1.10813,-0.07276),
vec3f(-0.07367,-0.00605, 1.07602)
);fn RRTAndODTFit(v: vec3f)->vec3f
{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
fn ACESFitted(color: vec3f)->vec3f
{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturateVec3(output);return output;}
#endif
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
fn applyImageProcessing(result: vec4f)->vec4f {
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
var rgb=result.rgb;;
#ifdef EXPOSURE
rgb*=uniforms.exposureLinear;
#endif
#ifdef VIGNETTE
var viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;
#ifdef VIGNETTEBLENDMODEMULTIPLY
var vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;
#endif
#ifdef VIGNETTEBLENDMODEOPAQUE
rgb=mix(vignetteColor,rgb,vignette);
#endif
#endif
#if TONEMAPPING==3
rgb=PBRNeutralToneMapping(rgb);
#elif TONEMAPPING==2
rgb=ACESFitted(rgb);
#elif TONEMAPPING==1
const tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);
#endif
rgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);
#ifdef CONTRAST
var resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}
rgb=max(rgb,vec3f(0.));
#endif
#ifdef COLORGRADING
var colorTransformInput: vec3f=rgb*uniforms.colorTransformSettings.xxx+uniforms.colorTransformSettings.yyy;
#ifdef COLORGRADING3D
var colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput).rgb;
#else
var colorTransformOutput: vec3f=textureSample(txColorTransform,txColorTransformSampler,colorTransformInput,uniforms.colorTransformSettings.yz).rgb;
#endif
rgb=mix(rgb,colorTransformOutput,uniforms.colorTransformSettings.www);
#endif
#ifdef COLORCURVES
var luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);
#endif
#ifdef DITHER
var rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));
#endif
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
return vec4f(rgb,result.a);}`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
    ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
//# sourceMappingURL=imageProcessingFunctions-Czz4XJvt.js.map
