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

// Do not edit.
const name = "helperFunctions";
const shader = `const float PI=3.1415926535897932384626433832795;const float TWO_PI=6.283185307179586;const float HALF_PI=1.5707963267948966;const float RECIPROCAL_PI=0.3183098861837907;const float RECIPROCAL_PI2=0.15915494309189535;const float RECIPROCAL_PI4=0.07957747154594767;const float HALF_MIN=5.96046448e-08; 
const float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;
#define saturate(x) clamp(x,0.0,1.0)
#define absEps(x) abs(x)+Epsilon
#define maxEps(x) max(x,Epsilon)
#define saturateEps(x) clamp(x,Epsilon,1.0)
mat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(
vec3(i0.x,i1.x,i2.x),
vec3(i0.y,i1.y,i2.y),
vec3(i0.z,i1.z,i2.z)
);return outMatrix;}
mat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}
#if USE_EXACT_SRGB_CONVERSIONS
vec3 toLinearSpaceExact(vec3 color)
{vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));
#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
#else
return
vec3(
color.r<=0.04045 ? nearZeroSection.r : remainingSection.r,
color.g<=0.04045 ? nearZeroSection.g : remainingSection.g,
color.b<=0.04045 ? nearZeroSection.b : remainingSection.b);
#endif
}
vec3 toGammaSpaceExact(vec3 color)
{vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);
#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
#else
return
vec3(
color.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,
color.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,
color.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);
#endif
}
#endif
float toLinearSpace(float color)
{
#if USE_EXACT_SRGB_CONVERSIONS
float nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;
#else
return pow(color,LinearEncodePowerApprox);
#endif
}
vec3 toLinearSpace(vec3 color)
{
#if USE_EXACT_SRGB_CONVERSIONS
return toLinearSpaceExact(color);
#else
return pow(color,vec3(LinearEncodePowerApprox));
#endif
}
vec4 toLinearSpace(vec4 color)
{
#if USE_EXACT_SRGB_CONVERSIONS
return vec4(toLinearSpaceExact(color.rgb),color.a);
#else
return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
#endif
}
float toGammaSpace(float color)
{
#if USE_EXACT_SRGB_CONVERSIONS
float nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;
#else
return pow(color,GammaEncodePowerApprox);
#endif
}
vec3 toGammaSpace(vec3 color)
{
#if USE_EXACT_SRGB_CONVERSIONS
return toGammaSpaceExact(color);
#else
return pow(color,vec3(GammaEncodePowerApprox));
#endif
}
vec4 toGammaSpace(vec4 color)
{
#if USE_EXACT_SRGB_CONVERSIONS
return vec4(toGammaSpaceExact(color.rgb),color.a);
#else
return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
#endif
}
float square(float value)
{return value*value;}
vec3 square(vec3 value)
{return value*value;}
float pow5(float value) {float sq=value*value;return sq*sq*value;}
vec3 double_refract(vec3 I,vec3 N,float eta) {vec3 Tfront=refract(I,N,1.0/eta);vec3 Nback=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}
float getLuminanceUnclamped(vec3 color)
{return dot(color,LuminanceEncodeApprox);}
float getLuminance(vec3 color)
{return saturate(getLuminanceUnclamped(color));}
float getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}
float dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}
const float rgbdMaxRange=255.;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =saturate(floor(D)/255.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(saturate(rgb),D);}
vec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}
vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}
vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*TWO_PI-PI;float latitude=HALF_PI-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
float sqrtClamped(float value) {return sqrt(max(value,0.));}
float avg(vec3 value) {return dot(value,vec3(0.333333333));}
#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE) 
uint extractBits(uint value,int offset,int width) {return (value>>offset) & ((1u<<width)-1u);}
int onlyBitPosition(uint value) {return (floatBitsToInt(float(value))>>23)-0x7f;}
vec3 singleScatterToMultiScatterAlbedo(vec3 rho_ss) {vec3 s=sqrt(max(vec3(1.0)-rho_ss,vec3(0.0)));return (vec3(1.0)-s)*(vec3(1.0)-vec3(0.139)*s)/(vec3(1.0)+vec3(1.17)*s);}
float min3(vec3 v) {return min(v.x,min(v.y,v.z));}
float max3(vec3 v) {return max(v.x,max(v.y,v.z));}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name]) {
    ShaderStore.IncludesShadersStore[name] = shader;
}
//# sourceMappingURL=helperFunctions-D3j2LqHQ.esm.js.map
