import { H as ShaderStore } from './index-DENbZlgQ.esm.js';
import './backgroundUboDeclaration-BUb8q0l9.esm.js';
import './helperFunctions-BF-5F63P.esm.js';
import './bonesDeclaration-7EmBuVS1.esm.js';
import './instancesVertex-DvMWcL0Z.esm.js';
import './instancesDeclaration-GaUu7e2t.esm.js';
import './clipPlaneVertex-TKIc2kQw.esm.js';
import './logDepthVertex-B9xx49AV.esm.js';
import './shadowsVertex-90s_dS6t.esm.js';
import './logDepthDeclaration-8v79ru83.esm.js';
import './bonesVertex-CdsB3ELy.esm.js';
import './bakedVertexAnimation-CtGtZq7v.esm.js';
import './sceneUboDeclaration-s7c35knY.esm.js';

// Do not edit.
const name = "backgroundVertexShader";
const shader = `#include<backgroundUboDeclaration>
#include<helperFunctions>
attribute position: vec3f;
#ifdef NORMAL
attribute normal: vec3f;
#endif
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<instancesDeclaration>
varying vPositionW: vec3f;
#ifdef NORMAL
varying vNormalW: vec3f;
#endif
#ifdef UV1
attribute uv: vec2f;
#endif
#ifdef UV2
attribute uv2: vec2f;
#endif
#ifdef MAINUV1
varying vMainUV1: vec2f;
#endif
#ifdef MAINUV2
varying vMainUV2: vec2f;
#endif
#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
varying vDiffuseUV: vec2f;
#endif
#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#include<lightVxUboDeclaration>[0..maxSimultaneousLights]
#ifdef REFLECTIONMAP_SKYBOX
varying vPositionUVW: vec3f;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vDirectionW: vec3f;
#endif
#include<logDepthDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
@vertex
fn main(input : VertexInputs)->FragmentInputs {
#define CUSTOM_VERTEX_MAIN_BEGIN
#ifdef REFLECTIONMAP_SKYBOX
vertexOutputs.vPositionUVW=vertexInputs.position;
#endif
#include<instancesVertex>
#include<bonesVertex>
#include<bakedVertexAnimation>
#ifdef MULTIVIEW
if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(vertexInputs.position,1.0);}
#else
vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);
#endif
var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;
#ifdef NORMAL
var normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
#ifdef NONUNIFORMSCALING
normalWorld=transposeMat3(inverseMat3(normalWorld));
#endif
vertexOutputs.vNormalW=normalize(normalWorld*vertexInputs.normal);
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(vertexInputs.position,0.0)).xyz);
#ifdef EQUIRECTANGULAR_RELFECTION_FOV
var screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}
#endif
#endif
#ifndef UV1
var uv: vec2f=vec2f(0.,0.);
#else
var uv=vertexInputs.uv;
#endif
#ifndef UV2
var uv2: vec2f=vec2f(0.,0.);
#else
var uv2=vertexInputs.uv2;
#endif
#ifdef MAINUV1
vertexOutputs.vMainUV1=uv;
#endif
#ifdef MAINUV2
vertexOutputs.vMainUV2=uv2;
#endif
#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0
if (uniforms.vDiffuseInfos.x==0.)
{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}
else
{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}
#endif
#include<clipPlaneVertex>
#include<fogVertex>
#include<shadowsVertex>[0..maxSimultaneousLights]
#ifdef VERTEXCOLOR
vertexOutputs.vColor=vertexInputs.color;
#endif
#include<logDepthVertex>
#define CUSTOM_VERTEX_MAIN_END
}
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const backgroundVertexShaderWGSL = { name, shader };

export { backgroundVertexShaderWGSL };
//# sourceMappingURL=background.vertex-B4nB1dit.esm.js.map
