import { H as ShaderStore } from './index-DpPlm1Sg.esm.js';
import './vertexColorMixing-DBJ1zImt.esm.js';
import './pbrUboDeclaration-DFAGFeOw.esm.js';
import './mainUVVaryingDeclaration-64Qt52Ty.esm.js';
import './helperFunctions-DTGnku-m.esm.js';
import './pbrBRDFFunctions-Ba-Xotf9.esm.js';
import './bakedVertexAnimation-CL1MebSm.esm.js';
import './instancesDeclaration-C8X1vXcr.esm.js';
import './harmonicsFunctions-mvipCugl.esm.js';
import './bumpVertexDeclaration-BD7VX3rO.esm.js';
import './clipPlaneVertex-VsFsVYzk.esm.js';
import './logDepthVertex-BQO2BLTW.esm.js';
import './shadowsVertex-1d0d6cqM.esm.js';
import './morphTargetsVertex-BLVrrW9F.esm.js';
import './logDepthDeclaration-B6zZI4FI.esm.js';
import './bumpVertex-2VYgD4_Z.esm.js';
import './sceneUboDeclaration-Bt6waFd1.esm.js';
import './meshUboDeclaration-ao2_UkMg.esm.js';

// Do not edit.
const name$1 = "pbrVertexDeclaration";
const shader$1 = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;
#ifdef MULTIVIEW
mat4 viewProjectionR;
#endif
#ifdef ALBEDO
uniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;
#endif
#ifdef BASE_WEIGHT
uniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;
#endif
uniform float baseDiffuseRoughness;
#ifdef BASE_DIFFUSE_ROUGHNESS
uniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;
#endif
#ifdef AMBIENT
uniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;
#endif
#ifdef OPACITY
uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
#endif
#ifdef EMISSIVE
uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
#endif
#ifdef LIGHTMAP
uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
#endif
#ifdef REFLECTIVITY
uniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;
#endif
#ifdef METALLIC_REFLECTANCE
uniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;
#endif
#ifdef REFLECTANCE
uniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;
#endif
#ifdef MICROSURFACEMAP
uniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;
#endif
#ifdef BUMP
uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
#endif
#ifdef POINTSIZE
uniform float pointSize;
#endif
uniform vec4 cameraInfo;
#ifdef REFLECTION
uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;
#endif
#ifdef CLEARCOAT
#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)
uniform vec4 vClearCoatInfos;
#endif
#ifdef CLEARCOAT_TEXTURE
uniform mat4 clearCoatMatrix;
#endif
#ifdef CLEARCOAT_TEXTURE_ROUGHNESS
uniform mat4 clearCoatRoughnessMatrix;
#endif
#ifdef CLEARCOAT_BUMP
uniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;
#endif
#ifdef CLEARCOAT_TINT_TEXTURE
uniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;
#endif
#endif
#ifdef IRIDESCENCE
#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)
uniform vec4 vIridescenceInfos;
#endif
#ifdef IRIDESCENCE_TEXTURE
uniform mat4 iridescenceMatrix;
#endif
#ifdef IRIDESCENCE_THICKNESS_TEXTURE
uniform mat4 iridescenceThicknessMatrix;
#endif
#endif
#ifdef ANISOTROPIC
#ifdef ANISOTROPIC_TEXTURE
uniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;
#endif
#endif
#ifdef SHEEN
#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)
uniform vec4 vSheenInfos;
#endif
#ifdef SHEEN_TEXTURE
uniform mat4 sheenMatrix;
#endif
#ifdef SHEEN_TEXTURE_ROUGHNESS
uniform mat4 sheenRoughnessMatrix;
#endif
#endif
#ifdef SUBSURFACE
#ifdef SS_REFRACTION
uniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;
#endif
#ifdef SS_THICKNESSANDMASK_TEXTURE
uniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;
#endif
#ifdef SS_REFRACTIONINTENSITY_TEXTURE
uniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;
#endif
#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE
uniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;
#endif
#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE
uniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;
#endif
#endif
#ifdef NORMAL
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
#ifdef USESPHERICALFROMREFLECTIONMAP
#ifdef SPHERICAL_HARMONICS
uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
#else
uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
#endif
#endif
#endif
#endif
#ifdef DETAIL
uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
#endif
#include<decalVertexDeclaration>
#define ADDITIONAL_VERTEX_DECLARATION
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$1]) {
    ShaderStore.IncludesShadersStore[name$1] = shader$1;
}

// Do not edit.
const name = "pbrVertexShader";
const shader = `#define PBR_VERTEX_SHADER
#define CUSTOM_VERTEX_EXTENSION
precision highp float;
#include<__decl__pbrVertex>
#define CUSTOM_VERTEX_BEGIN
attribute vec3 position;
#ifdef NORMAL
attribute vec3 normal;
#endif
#ifdef TANGENT
attribute vec4 tangent;
#endif
#ifdef UV1
attribute vec2 uv;
#endif
#include<uvAttributeDeclaration>[2..7]
#include<mainUVVaryingDeclaration>[1..7]
#ifdef VERTEXCOLOR
attribute vec4 color;
#endif
#include<helperFunctions>
#include<pbrBRDFFunctions>
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<instancesDeclaration>
#include<prePassVertexDeclaration>
#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)
#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)
#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
#ifdef CLEARCOAT
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
#endif
#ifdef IRIDESCENCE
#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
#endif
#ifdef SHEEN
#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
#endif
#ifdef ANISOTROPIC
#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
#endif
#ifdef SUBSURFACE
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)
#endif
varying vec3 vPositionW;
#if DEBUGMODE>0
varying vec4 vClipSpacePosition;
#endif
#ifdef NORMAL
varying vec3 vNormalW;
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
varying vec3 vEnvironmentIrradiance;
#include<harmonicsFunctions>
#endif
#endif
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
varying vec4 vColor;
#endif
#include<bumpVertexDeclaration>
#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
#include<morphTargetsVertexGlobalDeclaration>
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
#ifdef REFLECTIONMAP_SKYBOX
varying vec3 vPositionUVW;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vec3 vDirectionW;
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
varying float vViewDepth;
#endif
#include<logDepthDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
vec3 positionUpdated=position;
#ifdef NORMAL
vec3 normalUpdated=normal;
#endif
#ifdef TANGENT
vec4 tangentUpdated=tangent;
#endif
#ifdef UV1
vec2 uvUpdated=uv;
#endif
#ifdef UV2
vec2 uv2Updated=uv2;
#endif
#ifdef VERTEXCOLOR
vec4 colorUpdated=color;
#endif
#include<morphTargetsVertexGlobal>
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
#ifdef REFLECTIONMAP_SKYBOX
vPositionUVW=positionUpdated;
#endif
#define CUSTOM_VERTEX_UPDATE_POSITION
#define CUSTOM_VERTEX_UPDATE_NORMAL
#include<instancesVertex>
#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
#endif
#include<bonesVertex>
#include<bakedVertexAnimation>
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
#ifdef PREPASS
#include<prePassVertex>
#endif
#ifdef NORMAL
mat3 normalWorld=mat3(finalWorld);
#if defined(INSTANCES) && defined(THIN_INSTANCES)
vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
#else
#ifdef NONUNIFORMSCALING
normalWorld=transposeMat3(inverseMat3(normalWorld));
#endif
vNormalW=normalize(normalWorld*normalUpdated);
#endif
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*baseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
#else
vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
#endif
#ifdef REFLECTIONMAP_OPPOSITEZ
reflectionVector.z*=-1.0;
#endif
vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
#endif
#endif
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
#ifdef MULTIVIEW
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
#else
gl_Position=viewProjection*worldPos;
#endif
#if DEBUGMODE>0
vClipSpacePosition=gl_Position;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
#ifdef RIGHT_HANDED
vViewDepth=-(view*worldPos).z;
#else
vViewDepth=(view*worldPos).z;
#endif
#endif
#ifndef UV1
vec2 uvUpdated=vec2(0.,0.);
#endif
#ifndef UV2
vec2 uv2Updated=vec2(0.,0.);
#endif
#ifdef MAINUV1
vMainUV1=uvUpdated;
#endif
#ifdef MAINUV2
vMainUV2=uv2Updated;
#endif
#include<uvVariableDeclaration>[3..7]
#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
#ifdef CLEARCOAT
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
#endif
#ifdef IRIDESCENCE
#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
#endif
#ifdef SHEEN
#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)
#endif
#ifdef ANISOTROPIC
#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
#endif
#ifdef SUBSURFACE
#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)
#endif
#include<bumpVertex>
#include<clipPlaneVertex>
#include<fogVertex>
#include<shadowsVertex>[0..maxSimultaneousLights]
#include<vertexColorMixing>
#if defined(POINTSIZE) && !defined(WEBGPU)
gl_PointSize=pointSize;
#endif
#include<logDepthVertex>
#define CUSTOM_VERTEX_MAIN_END
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
    ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
const pbrVertexShader = { name, shader };

export { pbrVertexShader };
//# sourceMappingURL=pbr.vertex-Bn4xTymO.esm.js.map
