/**
 * Copyright (c) 2018-2024 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 fade_lod\n    #include clip_pixel\n\n    float fragmentDepth = gl_FragCoord.z;\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(dPointStyle_fuzzy) && (defined(dRenderVariant_color) || defined(dRenderVariant_tracing))\n        material.a *= fuzzyAlpha;\n    #endif\n\n    #include check_transparency\n\n    #if defined(dRenderVariant_pick)\n        #include check_picking_alpha\n        #ifdef requiredDrawBuffers\n            gl_FragColor = vObject;\n            gl_FragData[1] = vInstance;\n            gl_FragData[2] = vGroup;\n            gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n        #else\n            gl_FragColor = vColor;\n        #endif\n    #elif defined(dRenderVariant_depth)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_marking)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_emissive)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_color) || defined(dRenderVariant_tracing)\n        gl_FragColor = material;\n        #include apply_marker_color\n\n        #if defined(dRenderVariant_color)\n            #include apply_fog\n            #include wboit_write\n            #include dpoit_write\n        #elif defined(dRenderVariant_tracing)\n            gl_FragData[1] = vec4(normalize(vViewPosition), emissive);\n            gl_FragData[2] = vec4(material.rgb, uDensity);\n        #endif\n    #endif\n}\n";
