declare const _default: "\nvarying vUv0: vec2f;\n\nvar<storage, read> rasterizeTileList: array<u32>;\n\nuniform numTilesX: u32;\nuniform screenWidth: f32;\nuniform screenHeight: f32;\n\n@vertex\nfn vertexMain(input: VertexInput) -> VertexOutput {\n    var output: VertexOutput;\n\n    let quadIdx = pcVertexIndex / 6u;\n    let cornerIdx = pcVertexIndex % 6u;\n\n    let tileIdx = rasterizeTileList[quadIdx];\n    let tileX = tileIdx % uniform.numTilesX;\n    let tileY = tileIdx / uniform.numTilesX;\n\n    let corners = array<vec2f, 6>(\n        vec2f(0.0, 0.0), vec2f(1.0, 0.0), vec2f(1.0, 1.0),\n        vec2f(0.0, 0.0), vec2f(1.0, 1.0), vec2f(0.0, 1.0)\n    );\n    let corner = corners[cornerIdx];\n\n    let x0 = f32(tileX * 16u);\n    let y0 = f32(tileY * 16u);\n    let pixelX = x0 + corner.x * 16.0;\n    let pixelY = y0 + corner.y * 16.0;\n\n    output.position = vec4f(\n        pixelX / uniform.screenWidth * 2.0 - 1.0,\n        pixelY / uniform.screenHeight * 2.0 - 1.0,\n        0.5, 1.0\n    );\n\n    output.vUv0 = vec2f(pixelX / uniform.screenWidth,\n                        pixelY / uniform.screenHeight);\n    return output;\n}\n";
export default _default;
