import { H as ShaderStore } from './index-DpPlm1Sg.esm.js';

// Do not edit.
const name = "iblShadowGBufferDebugPixelShader";
const shader = `#ifdef GL_ES
precision mediump float;
#endif
varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D depthSampler;uniform sampler2D normalSampler;uniform sampler2D positionSampler;uniform sampler2D velocitySampler;uniform vec4 sizeParams;uniform float maxDepth;
#define offsetX sizeParams.x
#define offsetY sizeParams.y
#define widthScale sizeParams.z
#define heightScale sizeParams.w
void main(void) {vec2 uv =
vec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 backgroundColour=texture2D(textureSampler,vUV).rgba;vec4 depth=texture2D(depthSampler,vUV);vec4 worldNormal=texture2D(normalSampler,vUV);vec4 worldPosition=texture2D(positionSampler,vUV);vec4 velocityLinear=texture2D(velocitySampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=backgroundColour;} else {gl_FragColor.a=1.0;if (uv.x<=0.25) {gl_FragColor.rgb=depth.rgb;gl_FragColor.a=1.0;} else if (uv.x<=0.5) {velocityLinear.rg=velocityLinear.rg*0.5+0.5;gl_FragColor.rgb=velocityLinear.rgb;} else if (uv.x<=0.75) {gl_FragColor.rgb=worldPosition.rgb;} else {gl_FragColor.rgb=worldNormal.rgb;}}}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
    ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
const iblShadowGBufferDebugPixelShader = { name, shader };

export { iblShadowGBufferDebugPixelShader };
//# sourceMappingURL=iblShadowGBufferDebug.fragment-ubFhjaBF.esm.js.map
