export declare const common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\n#if dClipObjectCount != 0\n    uniform int uClipObjectType[dClipObjectCount];\n    uniform bool uClipObjectInvert[dClipObjectCount];\n    uniform vec3 uClipObjectPosition[dClipObjectCount];\n    uniform vec4 uClipObjectRotation[dClipObjectCount];\n    uniform vec3 uClipObjectScale[dClipObjectCount];\n\n    #if defined(dClipping)\n        #if __VERSION__ == 100\n            varying float vClipping;\n        #else\n            flat in float vClipping;\n        #endif\n    #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dMarkerType_uniform)\n    uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n    #if __VERSION__ == 100\n        varying float vMarker;\n    #else\n        flat in float vMarker;\n    #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n    // always packed due to merged depth from primitives and volumes\n    return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nfloat calcDepth(const in vec3 pos) {\n    vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n    return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n";
