import { S as ShaderStore } from './index-BeVTUo08.js';
import './imageProcessingFunctions-Czz4XJvt.js';
import './helperFunctions-tvUh39Xc.js';
import './index-Bq2njFOY.js';

// Do not edit.
const name = "imageProcessingPixelShader";
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
#include<imageProcessingDeclaration>
#include<helperFunctions>
#include<imageProcessingFunctions>
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var result: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);result=vec4f(max(result.rgb,vec3f(0.)),result.a);
#ifdef IMAGEPROCESSING
#ifndef FROMLINEARSPACE
result=vec4f(toLinearSpaceVec3(result.rgb),result.a);
#endif
result=applyImageProcessing(result);
#else
#ifdef FROMLINEARSPACE
result=applyImageProcessing(result);
#endif
#endif
fragmentOutputs.color=result;}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const imageProcessingPixelShaderWGSL = { name, shader };

export { imageProcessingPixelShaderWGSL };
//# sourceMappingURL=imageProcessing.fragment-yi9WsUpa.js.map
