declare const _default: "\n\n// stores the source UV and order of the splat\nstruct SplatSource {\n    uint order;         // render order\n    uint id;            // splat id\n    ivec2 uv;           // splat uv\n    vec2 cornerUV;      // corner coordinates for this vertex of the gaussian (-1, -1)..(1, 1)\n};\n\n// stores the camera and clip space position of the gaussian center\nstruct SplatCenter {\n    vec3 view;          // center in view space\n    vec4 proj;          // center in clip space\n    mat4 modelView;     // model-view matrix\n    float projMat00;    // element [0][0] of the projection matrix\n};\n\n// stores the offset from center for the current gaussian\nstruct SplatCorner {\n    vec2 offset;        // corner offset from center in clip space\n    vec2 uv;            // corner uv\n    #if GSPLAT_AA\n        float aaFactor; // for scenes generated with antialiasing\n    #endif\n\n    vec2 v;\n    float dlen;\n};\n\n#include \"gsplatEvalSHVS\"\n#include \"gsplatQuatToMat3VS\"\n\n#if GSPLAT_COMPRESSED_DATA == true\n    #include \"gsplatCompressedDataVS\"\n    #if SH_COEFFS > 0\n        #include \"gsplatCompressedSHVS\"\n    #endif\n#elif GSPLAT_SOGS_DATA == true\n    #include \"gsplatSogsDataVS\"\n    #include \"gsplatSogsColorVS\"\n    #if SH_COEFFS > 0\n        #include \"gsplatSogsSHVS\"\n    #endif\n#else\n    #include \"gsplatDataVS\"\n    #include \"gsplatColorVS\"\n    #if SH_COEFFS > 0\n        #include \"gsplatSHVS\"\n    #endif\n#endif\n\n#include \"gsplatSourceVS\"\n#include \"gsplatCenterVS\"\n#include \"gsplatCornerVS\"\n#include \"gsplatOutputVS\"\n\n// modify the gaussian corner so it excludes gaussian regions with alpha less than 1/255\nvoid clipCorner(inout SplatCorner corner, float alpha) {\n    float clip = min(1.0, sqrt(-log(1.0 / 255.0 / alpha)) / 2.0);\n    corner.offset *= clip;\n    corner.uv *= clip;\n}\n";
export default _default;
