declare const _default: "\nattribute vertex_position: vec3f;         // xy: cornerUV, z: render order offset\nattribute vertex_id_attrib: u32;          // render order base\n\nuniform numSplats: u32;                   // total number of splats\nuniform splatTextureSize: u32;            // texture size for splat data\n\n#ifdef STORAGE_ORDER\n    var<storage, read> splatOrder: array<u32>;\n#else\n    // support texture for non-unified gsplat rendering\n    var splatOrder: texture_2d<u32>;\n#endif\n\n// initialize the splat source structure\nfn initSource(source: ptr<function, SplatSource>) -> bool {\n    // calculate splat order\n    source.order = vertex_id_attrib + u32(vertex_position.z);\n\n    // return if out of range (since the last block of splats may be partially full)\n    if (source.order >= uniform.numSplats) {\n        return false;\n    }\n\n    // read splat id\n    #ifdef STORAGE_ORDER\n        source.id = splatOrder[source.order];\n    #else\n        let uv = vec2u(source.order % uniform.splatTextureSize, source.order / uniform.splatTextureSize);\n        source.id = textureLoad(splatOrder, vec2i(uv), 0).r;\n    #endif\n\n    // map id to uv\n    source.uv = vec2i(vec2u(source.id % uniform.splatTextureSize, source.id / uniform.splatTextureSize));\n\n    // get the corner\n    source.cornerUV = vertex_position.xy;\n\n    return true;\n}\n";
export default _default;
