declare const _default: "\n    uniform highp sampler2D means_l;\n    uniform highp sampler2D means_u;\n    uniform highp sampler2D quats;\n    uniform highp sampler2D scales;\n    uniform highp sampler2D sh_labels;\n\n    uniform highp uint numSplats;\n\n    uint packU32(vec4 v) {\n        return uint(v.x * 255.0) << 24u |\n               uint(v.y * 255.0) << 16u |\n               uint(v.z * 255.0) << 8u |\n               uint(v.w * 255.0);\n    }\n\n    uvec4 packU32(vec4 a, vec4 b, vec4 c, vec4 d) {\n        return uvec4(packU32(a), packU32(b), packU32(c), packU32(d));\n    }\n\n    void main(void) {\n        int w = int(textureSize(means_l, 0).x);\n        ivec2 uv = ivec2(gl_FragCoord.xy);\n        if (uint(uv.x + uv.y * w) >= numSplats) {\n            discard;\n        }\n\n        vec3 meansLSample = texelFetch(means_l, uv, 0).xyz;\n        vec3 meansUSample = texelFetch(means_u, uv, 0).xyz;\n        vec4 quatsSample = texelFetch(quats, uv, 0);\n        vec3 scalesSample = texelFetch(scales, uv, 0).xyz;\n        vec2 shLabelsSample = texelFetch(sh_labels, uv, 0).xy;\n\n        pcFragColor0 = packU32(\n            vec4(meansLSample, shLabelsSample.x),\n            vec4(meansUSample, shLabelsSample.y),\n            vec4(quatsSample),\n            vec4(scalesSample, 0.0)\n        );\n    }\n";
export default _default;
