declare const _default: "\n\n#ifdef PICK_MODE\n    #include \"pickPS\"\n    #include \"floatAsUintPS\"\n    var pickIdTexture: texture_2d<u32>;\n    var pickDepthTexture: texture_2d<f32>;\n#else\n    #include \"tonemappingPS\"\n    #include \"gammaPS\"\n    var source: texture_2d<f32>;\n#endif\n\nvarying vUv0: vec2f;\n\n@fragment fn fragmentMain(input: FragmentInput) -> FragmentOutput {\n    var output: FragmentOutput;\n\n    #ifdef PICK_MODE\n        let texSize = vec2f(textureDimensions(pickIdTexture));\n        let coord = vec2u(input.vUv0 * texSize);\n        let pickId = textureLoad(pickIdTexture, coord, 0).r;\n        if (pickId == 0xFFFFFFFFu) {\n            discard;\n            return output;\n        }\n        output.color = encodePickOutput(pickId);\n\n        let depthData = textureLoad(pickDepthTexture, coord, 0);\n        let normalizedDepth = select(depthData.r / depthData.g, 1.0, depthData.g < 1e-6);\n        output.color1 = float2uint(normalizedDepth);\n    #else\n        let texSize = vec2f(textureDimensions(source));\n        let coord = vec2u(input.vUv0 * texSize);\n        let linear = textureLoad(source, coord, 0);\n        output.color = vec4f(gammaCorrectOutput(toneMap(linear.rgb)), linear.a);\n    #endif\n\n    return output;\n}\n";
export default _default;
