export declare const FRAG = "#version 300 es\n\nprecision highp float;\n\nuniform sampler2D uniTexture;\nuniform sampler2D uniTextureDepth;\n\nin vec2 varUV;\nin vec2 varUVDepth;\n\nout vec4 FragColor;\n\nfloat computeDepth(vec4 vec) {\n    float byte = 255.0;\n    float R = vec.r * byte;\n    float G = vec.g * byte;\n    float B = vec.b * byte;\n    return (R + G * float(0x100) + B * float(0x10000)) / float(0xFFFFFF);\n}\n\nvoid main() {\n    vec3 color = texture(uniTexture, varUV).rgb;\n    FragColor = vec4(color, 1.0);\n    float depth = computeDepth(texture(uniTextureDepth, varUVDepth));\n    gl_FragDepth = depth;\n}";
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