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

// Do not edit.
const name = "iblIcdfPixelShader";
const shader = `precision highp sampler2D;
#include<helperFunctions>
varying vec2 vUV;
#ifdef IBL_USE_CUBE_MAP
uniform samplerCube iblSource;
#else
uniform sampler2D iblSource;
#endif
uniform sampler2D scaledLuminanceSampler;uniform int iblWidth;uniform int iblHeight;uniform sampler2D cdfx;uniform sampler2D cdfy;float fetchLuminance(vec2 coords) {
#ifdef IBL_USE_CUBE_MAP
vec3 direction=equirectangularToCubemapDirection(coords);vec3 color=textureCubeLodEXT(iblSource,direction,0.0).rgb;
#else
vec3 color=textureLod(iblSource,coords,0.0).rgb;
#endif
return dot(color,LuminanceEncodeApprox);}
float fetchCDFx(int x) { return texelFetch(cdfx,ivec2(x,0),0).x; }
float bisectx(int size,float targetValue) {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDFx(c)<targetValue)
a=c;else
b=c;}
return mix(float(a),float(b),
(targetValue-fetchCDFx(a))/(fetchCDFx(b)-fetchCDFx(a))) /
float(size-1);}
float fetchCDFy(int y,int invocationId) {return texelFetch(cdfy,ivec2(invocationId,y),0).x;}
float bisecty(int size,float targetValue,int invocationId) {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDFy(c,invocationId)<targetValue)
a=c;else
b=c;}
return mix(float(a),float(b),
(targetValue-fetchCDFy(a,invocationId)) /
(fetchCDFy(b,invocationId)-fetchCDFy(a,invocationId))) /
float(size-1);}
void main(void) {ivec2 cdfxSize=textureSize(cdfx,0);int cdfWidth=cdfxSize.x;int icdfWidth=cdfWidth-1;ivec2 currentPixel=ivec2(gl_FragCoord.xy);vec3 outputColor=vec3(1.0);if (currentPixel.x==0) {outputColor.x=0.0;} else if (currentPixel.x==icdfWidth-1) {outputColor.x=1.0;} else {float targetValue=fetchCDFx(cdfWidth-1)*vUV.x;outputColor.x=bisectx(cdfWidth,targetValue);}
ivec2 cdfySize=textureSize(cdfy,0);int cdfHeight=cdfySize.y;if (currentPixel.y==0) {outputColor.y=0.0;} else if (currentPixel.y==cdfHeight-2) {outputColor.y=1.0;} else {float targetValue=fetchCDFy(cdfHeight-1,currentPixel.x)*vUV.y;outputColor.y=max(bisecty(cdfHeight,targetValue,currentPixel.x),0.0);}
vec2 size=vec2(textureSize(scaledLuminanceSampler,0));float highestMip=floor(log2(size.x));float normalization=texture(scaledLuminanceSampler,vUV,highestMip).r;float pixelLuminance=fetchLuminance(vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);gl_FragColor=vec4(outputColor,1.0);}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
    ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
const iblIcdfPixelShader = { name, shader };

export { iblIcdfPixelShader };
//# sourceMappingURL=iblIcdf.fragment-N4Cg1fcy.js.map
