/**
 * Equirect emit-pairs tile walk with ±π longitude seam wrap.
 *
 * Reads:   sX, sY, radius, tsz, gox, goy, cap, i,
 *          uniforms.groupTilesX, uniforms.groupTilesY
 * Defines: writes (tileKeys, splatValues) pairs for this splat's bbox
 * Returns: early if the bbox is empty
 *
 * Recomputes the raw X range (possibly wrapping past the seam) — must
 * match the project shader's `tile-aabb-equirect` coverage computation
 * exactly. Each emitted tx is wrapped into [0, groupTilesX-1] via
 * modular arithmetic. The rasterize-binned shader compensates by
 * wrapping its per-pixel dx into [-W/2, W/2], so a wrapped tile pulls
 * the splat's footprint from the correct copy across the seam.
 */
declare const tileWalkEquirect = "\n    let minTXraw = i32(floor((sX - radius - gox) / tsz));\n    let maxTXraw = i32(floor((sX + radius - gox) / tsz));\n    let txCountRaw = maxTXraw - minTXraw + 1;\n    let groupTilesX_i = i32(uniforms.groupTilesX);\n    let txCount = min(txCountRaw, groupTilesX_i);\n    let minTY = max(0, i32(floor((sY - radius - goy) / tsz)));\n    let maxTY = min(i32(uniforms.groupTilesY) - 1, i32(floor((sY + radius - goy) / tsz)));\n    if (txCount <= 0 || maxTY < minTY) { return; }\n\n    var slot = emitOffset[i];\n    let end = slot + cap;\n    for (var ty: i32 = minTY; ty <= maxTY; ty = ty + 1) {\n        if (slot >= end) { break; }\n        for (var k: i32 = 0; k < txCount; k = k + 1) {\n            if (slot >= end) { break; }\n            var tx = (minTXraw + k) % groupTilesX_i;\n            if (tx < 0) { tx = tx + groupTilesX_i; }\n            let t = u32(ty) * uniforms.groupTilesX + u32(tx);\n            tileKeys[slot] = t;\n            splatValues[slot] = i;\n            slot = slot + 1u;\n        }\n    }\n";
export { tileWalkEquirect };
