/**
 * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
 *
 * @author Alexander Rose <alexander.rose@weirdbyte.de>
 * @author Michael Krone <michael.krone@uni-tuebingen.de>
 */
export declare const gaussianDensity_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying float vRadiusSqInv;\n#if defined(dCalcType_groupId)\n    #if defined(dGridTexType_2d)\n        precision highp sampler2D;\n        uniform sampler2D tMinDistanceTex;\n        uniform vec3 uGridTexDim;\n    #elif defined(dGridTexType_3d)\n        precision highp sampler3D;\n        uniform sampler3D tMinDistanceTex;\n    #endif\n    varying float vGroup;\n#endif\n\n#include common\n\nuniform vec3 uGridDim;\nuniform vec2 uGridTexScale;\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uAlpha;\nuniform float uResolution;\nuniform float uRadiusFactorInv;\n\nvoid main() {\n    vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n    vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n    float dist = distance(fragPos, vPosition) * uResolution;\n\n    #if defined(dCalcType_density)\n        float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));\n        gl_FragColor.a = density * uRadiusFactorInv;\n    #elif defined(dCalcType_minDistance)\n        gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;\n    #elif defined(dCalcType_groupId)\n        #if defined(dGridTexType_2d)\n            float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;\n        #elif defined(dGridTexType_3d)\n            float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;\n        #endif\n        if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)\n            discard;\n        gl_FragColor.rgb = packIntToRGB(vGroup);\n    #endif\n}\n";
