/**
 * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
 *
 * @author Alexander Rose <alexander.rose@weirdbyte.de>
 */
export declare const points_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include common_clip\n\nconst vec2 center = vec2(0.5);\nconst float radius = 0.5;\n\nvoid main(){\n    #include clip_pixel\n\n    float fragmentDepth = gl_FragCoord.z;\n    bool interior = false;\n    #include assign_material_color\n\n    #if defined(dPointStyle_circle)\n        float dist = distance(gl_PointCoord, center);\n        if (dist > radius) discard;\n    #elif defined(dPointStyle_fuzzy)\n        float dist = distance(gl_PointCoord, center);\n        float fuzzyAlpha = 1.0 - smoothstep(0.0, radius, dist);\n        if (fuzzyAlpha < 0.0001) discard;\n    #endif\n\n    #if defined(dRenderVariant_pick)\n        #include check_picking_alpha\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_depth)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_marking)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_color)\n        gl_FragColor = material;\n\n        #if defined(dPointStyle_fuzzy)\n            gl_FragColor.a *= fuzzyAlpha;\n        #endif\n\n        #include apply_marker_color\n        #include apply_fog\n        #include wboit_write\n    #endif\n}\n";
