File: //var/www/aspa/three/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js
export default /* glsl */`
#ifdef ENVMAP_TYPE_CUBE_UV
	#define cubeUV_minMipLevel 4.0
	#define cubeUV_minTileSize 16.0
	// These shader functions convert between the UV coordinates of a single face of
	// a cubemap, the 0-5 integer index of a cube face, and the direction vector for
	// sampling a textureCube (not generally normalized ).
	float getFace( vec3 direction ) {
		vec3 absDirection = abs( direction );
		float face = - 1.0;
		if ( absDirection.x > absDirection.z ) {
			if ( absDirection.x > absDirection.y )
				face = direction.x > 0.0 ? 0.0 : 3.0;
			else
				face = direction.y > 0.0 ? 1.0 : 4.0;
		} else {
			if ( absDirection.z > absDirection.y )
				face = direction.z > 0.0 ? 2.0 : 5.0;
			else
				face = direction.y > 0.0 ? 1.0 : 4.0;
		}
		return face;
	}
	// RH coordinate system; PMREM face-indexing convention
	vec2 getUV( vec3 direction, float face ) {
		vec2 uv;
		if ( face == 0.0 ) {
			uv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x
		} else if ( face == 1.0 ) {
			uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y
		} else if ( face == 2.0 ) {
			uv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z
		} else if ( face == 3.0 ) {
			uv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x
		} else if ( face == 4.0 ) {
			uv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y
		} else {
			uv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z
		}
		return 0.5 * ( uv + 1.0 );
	}
	vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {
		float face = getFace( direction );
		float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );
		mipInt = max( mipInt, cubeUV_minMipLevel );
		float faceSize = exp2( mipInt );
		highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0; // #25071
		if ( face > 2.0 ) {
			uv.y += faceSize;
			face -= 3.0;
		}
		uv.x += face * faceSize;
		uv.x += filterInt * 3.0 * cubeUV_minTileSize;
		uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );
		uv.x *= CUBEUV_TEXEL_WIDTH;
		uv.y *= CUBEUV_TEXEL_HEIGHT;
		#ifdef texture2DGradEXT
			return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb; // disable anisotropic filtering
		#else
			return texture2D( envMap, uv ).rgb;
		#endif
	}
	// These defines must match with PMREMGenerator
	#define cubeUV_r0 1.0
	#define cubeUV_m0 - 2.0
	#define cubeUV_r1 0.8
	#define cubeUV_m1 - 1.0
	#define cubeUV_r4 0.4
	#define cubeUV_m4 2.0
	#define cubeUV_r5 0.305
	#define cubeUV_m5 3.0
	#define cubeUV_r6 0.21
	#define cubeUV_m6 4.0
	float roughnessToMip( float roughness ) {
		float mip = 0.0;
		if ( roughness >= cubeUV_r1 ) {
			mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;
		} else if ( roughness >= cubeUV_r4 ) {
			mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;
		} else if ( roughness >= cubeUV_r5 ) {
			mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;
		} else if ( roughness >= cubeUV_r6 ) {
			mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;
		} else {
			mip = - 2.0 * log2( 1.16 * roughness ); // 1.16 = 1.79^0.25
		}
		return mip;
	}
	vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {
		float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
		float mipF = fract( mip );
		float mipInt = floor( mip );
		vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );
		if ( mipF == 0.0 ) {
			return vec4( color0, 1.0 );
		} else {
			vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );
			return vec4( mix( color0, color1, mipF ), 1.0 );
		}
	}
#endif
`;