declare const _default: "\n\n#include \"fogMathPS\"\n\nvar<private> dBlendModeFogFactor : f32 = 1.0;\n\n#if (FOG != NONE)\n    uniform fog_color : vec3f;\n    \n    #if (FOG == LINEAR)\n        uniform fog_start : f32;\n        uniform fog_end : f32;\n    #else\n        uniform fog_density : f32;\n    #endif\n#endif\n\n#ifdef VERTEXSHADER\n    fn getFogFactor(depth: f32) -> f32 {\n#else\n    fn getFogFactor() -> f32 {\n        let depth = pcPosition.z / pcPosition.w;\n#endif\n\n    #if (FOG == LINEAR)\n        return evaluateFogFactorLinear(depth, uniform.fog_start, uniform.fog_end);\n    #elif (FOG == EXP)\n        return evaluateFogFactorExp(depth, uniform.fog_density);\n    #elif (FOG == EXP2)\n        return evaluateFogFactorExp2(depth, uniform.fog_density);\n    #else\n        return 1.0;\n    #endif\n}\n\n#ifdef VERTEXSHADER\n    fn addFog(color: vec3f, depth: f32) -> vec3f {\n        #if (FOG != NONE)\n            return mix(uniform.fog_color * dBlendModeFogFactor, color, getFogFactor(depth));\n        #else\n            return color;\n        #endif\n    }\n#else\n    fn addFog(color: vec3f) -> vec3f {\n        #if (FOG != NONE)\n            return mix(uniform.fog_color * dBlendModeFogFactor, color, getFogFactor());\n        #else\n            return color;\n        #endif\n    }\n#endif\n";
export default _default;
