import { S as ShaderStore } from './index-BeVTUo08.js';
import './index-Bq2njFOY.js';

// Do not edit.
const name = "iblVoxelSlabDebugVertexShader";
const shader = `attribute position: vec3f;varying vNormalizedPosition: vec3f;uniform world: mat4x4f;uniform invWorldScale: mat4x4f;uniform cameraViewMatrix: mat4x4f;uniform projection: mat4x4f;uniform viewMatrix: mat4x4f;@vertex
fn main(input : VertexInputs)->FragmentInputs {var worldPosition: vec4f=(uniforms.world* vec4f(input.position,1.));vertexOutputs.position=uniforms.projection*uniforms.cameraViewMatrix*worldPosition;vertexOutputs.vNormalizedPosition=(uniforms.viewMatrix*uniforms.invWorldScale*worldPosition).rgb;vertexOutputs.vNormalizedPosition=vertexOutputs.vNormalizedPosition* vec3f(0.5)+ vec3f(0.5);}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const iblVoxelSlabDebugVertexShaderWGSL = { name, shader };

export { iblVoxelSlabDebugVertexShaderWGSL };
//# sourceMappingURL=iblVoxelSlabDebug.vertex-BfNOfdBi.js.map
