import { Effect } from "babylonjs/Materials/effect" ; let name = 'lodCubePixelShader' ; let shader = `
precision highp float;

varying vec2 vUV;
uniform samplerCube textureSampler;
uniform float lod;
void main(void)
{
    vec2 uv=vUV*2.0-1.0;
    #ifdef POSITIVEX
    gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);
    #endif
    #ifdef NEGATIVEX
    gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);
    #endif
    #ifdef POSITIVEY
    gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);
    #endif
    #ifdef NEGATIVEY
    gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);
    #endif
    #ifdef POSITIVEZ
    gl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);
    #endif
    #ifdef NEGATIVEZ
    gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);
    #endif
}` ; Effect . ShadersStore [ name ] = shader ; hidden export var lodCubePixelShader = { name , shader } ;