import { bW as e } from "./chunk-CrnJfeNw.js";
const t = "lod3DPixelShader", r = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSampler: texture_3d<f32>;uniform lod: f32;uniform slice: f32;uniform gamma: i32;@fragment
fn main(input: FragmentInputs)->FragmentOutputs {let textureSize=textureDimensions(textureSampler,0);let textureCoordinates=vec3i(vec2i(fragmentInputs.vUV*vec2f(textureSize.xy)),i32(uniforms.slice));fragmentOutputs.color=textureLoad(textureSampler,textureCoordinates,i32(uniforms.lod));if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}
`;
e.ShadersStoreWGSL[t] || (e.ShadersStoreWGSL[t] = r);