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

// Do not edit.
const name$1 = "imageProcessingDeclaration";
const shader$1 = `#ifdef EXPOSURE
uniform float exposureLinear;
#endif
#ifdef CONTRAST
uniform float contrast;
#endif
#if defined(VIGNETTE) || defined(DITHER)
uniform vec2 vInverseScreenSize;
#endif
#ifdef VIGNETTE
uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
#endif
#ifdef COLORCURVES
uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
#endif
#ifdef COLORGRADING
#ifdef COLORGRADING3D
uniform highp sampler3D txColorTransform;
#else
uniform sampler2D txColorTransform;
#endif
uniform vec4 colorTransformSettings;
#endif
#ifdef DITHER
uniform float ditherIntensity;
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$1]) {
    ShaderStore.IncludesShadersStore[name$1] = shader$1;
}

// Do not edit.
const name = "imageProcessingFunctions";
const shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)
/** 
* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.
* sampler3dSetting.x=textureOffset (0.5/textureSize).
* sampler3dSetting.y=textureSize.
*/
#define inline
vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
{float sliceSize=2.0*sampler3dSetting.x; 
#ifdef SAMPLER3DGREENDEPTH
float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
#else
float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
#endif
float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;
#ifdef SAMPLER3DGREENDEPTH
vec2 sliceUV=color.rb;
#else
vec2 sliceUV=color.rg;
#endif
sliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);
#ifdef SAMPLER3DBGRMAP
color.rgb=result.rgb;
#else
color.rgb=result.bgr;
#endif
return color;}
#endif
#if TONEMAPPING==3
const float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}
#endif
#if TONEMAPPING==2
const mat3 ACESInputMat=mat3(
vec3(0.59719,0.07600,0.02840),
vec3(0.35458,0.90834,0.13383),
vec3(0.04823,0.01566,0.83777)
);const mat3 ACESOutputMat=mat3(
vec3( 1.60475,-0.10208,-0.00327),
vec3(-0.53108, 1.10813,-0.07276),
vec3(-0.07367,-0.00605, 1.07602)
);vec3 RRTAndODTFit(vec3 v)
{vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
vec3 ACESFitted(vec3 color)
{color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}
#endif
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
vec4 applyImageProcessing(vec4 result) {
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
#ifdef EXPOSURE
result.rgb*=exposureLinear;
#endif
#ifdef VIGNETTE
vec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;
#ifdef VIGNETTEBLENDMODEMULTIPLY
vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;
#endif
#ifdef VIGNETTEBLENDMODEOPAQUE
result.rgb=mix(vignetteColor,result.rgb,vignette);
#endif
#endif
#if TONEMAPPING==3
result.rgb=PBRNeutralToneMapping(result.rgb);
#elif TONEMAPPING==2
result.rgb=ACESFitted(result.rgb);
#elif TONEMAPPING==1
const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);
#endif
result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
#ifdef CONTRAST
vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}
result.rgb=max(result.rgb,0.);
#endif
#ifdef COLORGRADING
vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
#ifdef COLORGRADING3D
vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
#else
vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
#endif
result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
#endif
#ifdef COLORCURVES
float luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);
#endif
#ifdef DITHER
float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));
#endif
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
return result;}`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name]) {
    ShaderStore.IncludesShadersStore[name] = shader;
}
//# sourceMappingURL=imageProcessingFunctions-BkaOMyZe.js.map
