declare const _default: "\n\nfloat dBlendModeFogFactor = 1.0;\n\n#if (FOG != NONE)\n    uniform vec3 fog_color;\n\n    #if (FOG == LINEAR)\n        uniform float fog_start;\n        uniform float fog_end;\n    #else\n        uniform float fog_density;\n    #endif\n#endif\n\n#ifdef VERTEXSHADER\n    float getFogFactor(float depth) {\n#else\n    float getFogFactor() {\n        float depth = gl_FragCoord.z / gl_FragCoord.w;\n#endif\n\n    float fogFactor = 0.0;\n\n    #if (FOG == LINEAR)\n        fogFactor = (fog_end - depth) / (fog_end - fog_start);\n    #elif (FOG == EXP)\n        fogFactor = exp(-depth * fog_density);\n    #elif (FOG == EXP2)\n        fogFactor = exp(-depth * depth * fog_density * fog_density);\n    #endif\n\n    return clamp(fogFactor, 0.0, 1.0);\n}\n\n#ifdef VERTEXSHADER\n    vec3 addFog(vec3 color, float depth) {\n        #if (FOG != NONE)\n            return mix(fog_color * dBlendModeFogFactor, color, getFogFactor(depth));\n        #endif\n        return color;\n    }\n#else\n    vec3 addFog(vec3 color) {\n        #if (FOG != NONE)\n            return mix(fog_color * dBlendModeFogFactor, color, getFogFactor());\n        #endif\n        return color;\n    }\n#endif\n";
export default _default;
