import { bW as o } from "./chunk-CrnJfeNw.js";
const e = "volumetricLightingBlendVolumePixelShader", i = `varying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D depthSampler;uniform mat4 invProjection;uniform vec2 outputTextureSize;
#ifdef USE_EXTINCTION
uniform vec3 extinction;
#endif
#define CUSTOM_FRAGMENT_DEFINITIONS
void main(void) {gl_FragColor=texture2D(textureSampler,vUV);
#ifdef USE_EXTINCTION
float depth=texelFetch(depthSampler,ivec2(gl_FragCoord.xy),0).r;vec4 ndc=vec4((gl_FragCoord.xy/outputTextureSize)*2.-1.,depth*2.-1.,1.0);vec4 viewPos=invProjection*ndc;viewPos=viewPos/viewPos.w;float eyeDist=length(viewPos);gl_FragColor2=vec4(exp(-extinction*eyeDist),1.0);
#endif
}
`;
o.ShadersStore[e] || (o.ShadersStore[e] = i);
const t = { name: e, shader: i };
export {
  t as volumetricLightingBlendVolumePixelShader
};