import { H as ShaderStore } from './index-D9EJJo2H.esm.js';

// Do not edit.
const name = "depthBoxBlurPixelShader";
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform screenSize: vec2f;
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var colorDepth: vec4f=vec4f(0.0);for (var x: i32=-OFFSET; x<=OFFSET; x++) {for (var y: i32=-OFFSET; y<=OFFSET; y++) {colorDepth+=textureSample(textureSampler,textureSamplerSampler,input.vUV+ vec2f(f32(x),f32(y))/uniforms.screenSize);}}
fragmentOutputs.color=(colorDepth/ f32((OFFSET*2+1)*(OFFSET*2+1)));}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const depthBoxBlurPixelShaderWGSL = { name, shader };

export { depthBoxBlurPixelShaderWGSL };
//# sourceMappingURL=depthBoxBlur.fragment-B4joaDt3.esm.js.map
