declare const _default: "\nfn encodePickOutput(id: u32) -> vec4f {\n    let inv: vec4f = vec4f(1.0 / 255.0);\n    let shifts: vec4u = vec4u(16u, 8u, 0u, 24u);\n    let col: vec4u = (vec4u(id) >> shifts) & vec4u(0xffu);\n    return vec4f(col) * inv;\n}\n\n#ifndef PICK_CUSTOM_ID\n    uniform meshInstanceId: u32;\n\n    fn getPickOutput() -> vec4f {\n        return encodePickOutput(uniform.meshInstanceId);\n    }\n#endif\n\n#ifdef DEPTH_PICK_PASS\n    #include \"floatAsUintPS\"\n    #ifndef CAMERAPLANES\n        #define CAMERAPLANES\n        uniform camera_params: vec4f; // x: 1/far, y: far, z: near, w: isOrtho\n    #endif\n    fn getPickDepth() -> vec4f {\n        var linearDepth: f32;\n        if (uniform.camera_params.w > 0.5) {\n            linearDepth = pcPosition.z;\n        } else {\n            let viewDist = 1.0 / pcPosition.w;\n            linearDepth = (viewDist - uniform.camera_params.z) / (uniform.camera_params.y - uniform.camera_params.z);\n        }\n        return float2uint(linearDepth);\n    }\n#endif\n";
export default _default;
