export declare const evaluateWboit_frag = "\nprecision highp float;\n\nuniform sampler2D tWboitA;\nuniform sampler2D tWboitB;\nuniform vec2 uTexSize;\n\nvoid main() {\n    vec2 coords = gl_FragCoord.xy / uTexSize;\n\n    vec4 accum = texture2D(tWboitA, coords);\n    float r = 1.0 - accum.a;\n\n    accum.a = texture2D(tWboitB, coords).r;\n    // divisor needs to allow very small values for nice fading\n    gl_FragColor = vec4(accum.rgb / clamp(accum.a, 0.00000001, 50000.0), r);\n}\n";
