import { F as ShaderStore } from './index-SYWuN9sm.esm.js';

// Do not edit.
const name = "envShadowGroundPixelShader";
const shader = `var shadowTextureSampler: sampler;var shadowTexture : texture_2d<f32>;uniform shadowOpacity : f32;uniform renderTargetSize: vec2<f32>;@fragment
fn main(input: FragmentInputs)->FragmentOutputs {let uvBasedOpacity=1.0-pow(clamp(length(input.vUV*vec2<f32>(2.0)-vec2<f32>(1.0)),0.0,1.0),2.0);let screenUv=fragmentInputs.position.xy/uniforms.renderTargetSize;let shadowValue=textureSampleLevel(shadowTexture,shadowTextureSampler,screenUv,0.0).rrr;let totalOpacity=uniforms.shadowOpacity*uvBasedOpacity;let finalShadowValue=mix(vec3<f32>(1.0),shadowValue,totalOpacity);let invertedShadowValue=vec3(1.0)-shadowValue;fragmentOutputs.color=vec4f(finalShadowValue,invertedShadowValue.r*totalOpacity);}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const envShadowGroundPixelShaderWGSL = { name, shader };

export { envShadowGroundPixelShaderWGSL };
//# sourceMappingURL=envShadowGround.fragment-CPR-S8Vx.esm.js.map
