declare const _default: "\nuniform highp sampler2D uSceneDepthMap;\n\n#ifndef SCREENSIZE\n#define SCREENSIZE\nuniform vec4 uScreenSize;\n#endif\n\n#ifndef VIEWMATRIX\n#define VIEWMATRIX\nuniform mat4 matrix_view;\n#endif\n\n#ifndef LINEARIZE_DEPTH\n#ifndef CAMERAPLANES\n#define CAMERAPLANES\nuniform vec4 camera_params; // x: 1 / camera_far,      y: camera_far,     z: camera_near,        w: is_ortho\n#endif\n\n#define LINEARIZE_DEPTH\n#ifdef GL2\nfloat linearizeDepth(float z) {\n    if (camera_params.w == 0.0)\n        return (camera_params.z * camera_params.y) / (camera_params.y + z * (camera_params.z - camera_params.y));\n    else\n        return camera_params.z + z * (camera_params.y - camera_params.z);\n}\n#else // GL2\n#ifndef UNPACKFLOAT\n#define UNPACKFLOAT\nfloat unpackFloat(vec4 rgbaDepth) {\n    const vec4 bitShift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);\n    return dot(rgbaDepth, bitShift);\n}\n#endif\n#endif\n#endif // LINEARIZE_DEPTH\n\n// Retrieves rendered linear camera depth by UV\nfloat getLinearScreenDepth(vec2 uv) {\n    #ifdef GL2\n        return linearizeDepth(texture2D(uSceneDepthMap, uv).r);\n    #else\n        return unpackFloat(texture2D(uSceneDepthMap, uv)) * camera_params.y;\n    #endif\n}\n\n#ifndef VERTEXSHADER\n// Retrieves rendered linear camera depth under the current pixel\nfloat getLinearScreenDepth() {\n    vec2 uv = gl_FragCoord.xy * uScreenSize.zw;\n    return getLinearScreenDepth(uv);\n}\n#endif\n\n// Generates linear camera depth for the given world position\nfloat getLinearDepth(vec3 pos) {\n    return -(matrix_view * vec4(pos, 1.0)).z;\n}\n";
export default _default;
