import { G as ShaderStore } from './index-Cl9U4nB-.esm.js';

// Do not edit.
const name = "reflectionFunction";
const shader = `fn computeFixedEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,direction: vec3f)->vec3f
{var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0); }
fn computeMirroredFixedEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,direction: vec3f)->vec3f
{var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(1.0-s,t,0); }
fn computeEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
{var cameraToVertex: vec3f=normalize(worldPos.xyz-eyePosition);var r: vec3f=normalize(reflect(cameraToVertex,worldNormal));r= (reflectionMatrix* vec4f(r,0)).xyz;var lon: f32=atan2(r.z,r.x);var lat: f32=acos(r.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0);}
fn computeSphericalCoords(worldPos: vec4f,worldNormal: vec3f,view: mat4x4f,reflectionMatrix: mat4x4f)->vec3f
{var viewDir: vec3f=normalize((view*worldPos).xyz);var viewNormal: vec3f=normalize((view* vec4f(worldNormal,0.0)).xyz);var r: vec3f=reflect(viewDir,viewNormal);r= (reflectionMatrix* vec4f(r,0)).xyz;r.z=r.z-1.0;var m: f32=2.0*length(r);return vec3f(r.x/m+0.5,1.0-r.y/m-0.5,0);}
fn computePlanarCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
{var viewDir: vec3f=worldPos.xyz-eyePosition;var coords: vec3f=normalize(reflect(viewDir,worldNormal));return (reflectionMatrix* vec4f(coords,1)).xyz;}
fn computeCubicCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
{var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords= (reflectionMatrix* vec4f(coords,0)).xyz;
#ifdef INVERTCUBICMAP
coords.y*=-1.0;
#endif
return coords;}
fn computeCubicLocalCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f,reflectionSize: vec3f,reflectionPosition: vec3f)->vec3f
{var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=(reflectionMatrix* vec4f(coords,0)).xyz;
#ifdef INVERTCUBICMAP
coords.y*=-1.0;
#endif
return coords;}
fn computeProjectionCoords(worldPos: vec4f,view: mat4x4f,reflectionMatrix: mat4x4f)->vec3f
{return (reflectionMatrix*(view*worldPos)).xyz;}
fn computeSkyBoxCoords(positionW: vec3f,reflectionMatrix: mat4x4f)->vec3f
{return (reflectionMatrix* vec4f(positionW,1.)).xyz;}
#ifdef REFLECTION
fn computeReflectionCoords(worldPos: vec4f,worldNormal: vec3f)->vec3f
{
#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED
var direction: vec3f=normalize(fragmentInputs.vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);
#endif
#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
var direction: vec3f=normalize(fragmentInputs.vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);
#endif
#ifdef REFLECTIONMAP_EQUIRECTANGULAR
return computeEquirectangularCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
#endif
#ifdef REFLECTIONMAP_SPHERICAL
return computeSphericalCoords(worldPos,worldNormal,scene.view,uniforms.reflectionMatrix);
#endif
#ifdef REFLECTIONMAP_PLANAR
return computePlanarCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
#endif
#ifdef REFLECTIONMAP_CUBIC
#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC
return computeCubicLocalCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix,uniforms.vReflectionSize,uniforms.vReflectionPosition);
#else
return computeCubicCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
#endif
#endif
#ifdef REFLECTIONMAP_PROJECTION
return computeProjectionCoords(worldPos,scene.view,uniforms.reflectionMatrix);
#endif
#ifndef REFLECTIONMAP_CUBIC
#ifdef REFLECTIONMAP_SKYBOX
return computeSkyBoxCoords(fragmentInputs.vPositionUVW,uniforms.reflectionMatrix);
#endif
#endif
#ifdef REFLECTIONMAP_EXPLICIT
return vec3f(0,0,0);
#endif
}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
    ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
//# sourceMappingURL=reflectionFunction-C9zg0ZPX.esm.js.map
