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

// Do not edit.
const name = "iblVoxelGridPixelShader";
const shader = `var voxel_storage: texture_storage_3d<rgba8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var size: vec3f=vec3f(textureDimensions(voxel_storage));var normPos: vec3f=input.vNormalizedPosition.xyz;var outputColor: vec4f=vec4f(0.0,0.0,0.0,1.0);switch (input.f_swizzle) {case 0: {normPos=normPos.zxy; 
outputColor=vec4f(1.0,1.0,0.0,1.0);break;}
case 1: {normPos=normPos.yzx;outputColor=vec4f(1.0,1.0,1.0,1.0);break;}
default: {normPos=normPos.xyz;outputColor=vec4f(1.0,1.0,0.0,1.0);break;}}
textureStore(voxel_storage,vec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),outputColor);fragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const iblVoxelGridPixelShaderWGSL = { name, shader };

export { iblVoxelGridPixelShaderWGSL };
//# sourceMappingURL=iblVoxelGrid.fragment-Z0q_d8iO.js.map
