import { H as ShaderStore } from './index-BquY1VPT.esm.js';

// Do not edit.
const name = "iblShadowDebugPixelShader";
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var debugSamplerSampler: sampler;var debugSampler: texture_2d<f32>;uniform sizeParams: vec4f;
#define offsetX uniforms.sizeParams.x
#define offsetY uniforms.sizeParams.y
#define widthScale uniforms.sizeParams.z
#define heightScale uniforms.sizeParams.w
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =
vec2f((offsetX+fragmentInputs.vUV.x)*widthScale,(offsetY+fragmentInputs.vUV.y)*heightScale);var background: vec4f=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vUV);var debugColour: vec4f=textureSample(debugSampler,debugSamplerSampler,fragmentInputs.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=background;} else {fragmentOutputs.color=vec4f(mix(debugColour.rgb,background.rgb,0.0),1.0);}}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const iblShadowDebugPixelShaderWGSL = { name, shader };

export { iblShadowDebugPixelShaderWGSL };
//# sourceMappingURL=iblShadowDebug.fragment-BqlVilq_.esm.js.map
