{"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `varying vNormalizedPosition: vec3f;uniform nearPlane: f32;uniform farPlane: f32;uniform stepSize: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var normPos: vec3f=input.vNormalizedPosition.xyz;if (normPos.zuniforms.farPlane) {discard;}\nfragmentOutputs.fragData0=select(vec4f(0.0),vec4f(1.0),normPos.z=uniforms.nearPlane+uniforms.stepSize && normPos.z=uniforms.nearPlane+2.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+3.0*uniforms.stepSize && normPos.z4\nfragmentOutputs.fragData4=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+4.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+5.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+6.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+7.0*uniforms.stepSize && normPos.zFragmentOutputs {var normPos: vec3f=input.vNormalizedPosition.xyz;if (normPos.zuniforms.farPlane) {discard;}\nfragmentOutputs.fragData0=select(vec4f(0.0),vec4f(1.0),normPos.z=uniforms.nearPlane+uniforms.stepSize && normPos.z=uniforms.nearPlane+2.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+3.0*uniforms.stepSize && normPos.z4\nfragmentOutputs.fragData4=select(vec4f(0.0),vec4f(1.0),normPos.z>=uniforms.nearPlane+4.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+5.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+6.0*uniforms.stepSize && normPos.z=uniforms.nearPlane+7.0*uniforms.stepSize && normPos.z