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

// Do not edit.
const name = "instancesDeclaration";
const shader = `#ifdef INSTANCES
attribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;
#ifdef INSTANCESCOLOR
attribute instanceColor : vec4<f32>;
#endif
#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)
uniform world : mat4x4<f32>;
#endif
#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
attribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;
#ifdef THIN_INSTANCES
uniform previousWorld : mat4x4<f32>;
#endif
#endif
#else
#if !defined(WORLD_UBO)
uniform world : mat4x4<f32>;
#endif
#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
uniform previousWorld : mat4x4<f32>;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
    ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
//# sourceMappingURL=instancesDeclaration-BZ4k-4pK.esm.js.map
