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

// Do not edit.
const name = "proceduralVertexShader";
const shader = `attribute position: vec2f;varying vPosition: vec2f;varying vUV: vec2f;const madd: vec2f= vec2f(0.5,0.5);
#define CUSTOM_VERTEX_DEFINITIONS
@vertex
fn main(input : VertexInputs)->FragmentInputs {
#define CUSTOM_VERTEX_MAIN_BEGIN
vertexOutputs.vPosition=vertexInputs.position;vertexOutputs.vUV=vertexInputs.position*madd+madd;vertexOutputs.position= vec4f(vertexInputs.position,0.0,1.0);
#define CUSTOM_VERTEX_MAIN_END
}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const proceduralVertexShaderWGSL = { name, shader };

export { proceduralVertexShaderWGSL };
//# sourceMappingURL=procedural.vertex-C-g68ljv.esm.js.map
