declare const _default: "\n\n#ifndef DITHER_NONE\n    #include \"bayerPS\"\n    #include \"opacityDitherPS\"\n    varying float id;\n#endif\n\n#ifdef PICK_PASS\n    #include \"pickPS\"\n#endif\n\n#if defined(SHADOW_PASS) || defined(PICK_PASS) || defined(PREPASS_PASS)\n    uniform float alphaClip;\n#endif\n\n#ifdef PREPASS_PASS\n    varying float vLinearDepth;\n    #include \"floatAsUintPS\"\n#endif\n\nvarying mediump vec2 gaussianUV;\nvarying mediump vec4 gaussianColor;\n\nconst float EXP4 = exp(-4.0);\nconst float INV_EXP4 = 1.0 / (1.0 - EXP4);\n\nfloat normExp(float x) {\n    return (exp(x * -4.0) - EXP4) * INV_EXP4;\n}\n\nvoid main(void) {\n    mediump float A = dot(gaussianUV, gaussianUV);\n    if (A > 1.0) {\n        discard;\n    }\n\n    mediump float alpha = normExp(A) * gaussianColor.a;\n\n    #if defined(SHADOW_PASS) || defined(PICK_PASS) || defined(PREPASS_PASS)\n        if (alpha < alphaClip) {\n            discard;\n        }\n    #endif\n\n    #ifdef PICK_PASS\n\n        gl_FragColor = getPickOutput();\n\n    #elif SHADOW_PASS\n\n        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n\n    #elif PREPASS_PASS\n\n        gl_FragColor = float2vec4(vLinearDepth);\n\n    #else\n        if (alpha < 1.0 / 255.0) {\n            discard;\n        }\n\n        #ifndef DITHER_NONE\n            opacityDither(alpha, id * 0.013);\n        #endif\n\n        gl_FragColor = vec4(gaussianColor.xyz * alpha, alpha);\n    #endif\n}\n";
export default _default;
