declare const _default: "\nvar sourceTexture: texture_2d<f32>;\nvar sourceTextureSampler: sampler;\nuniform sourceInvResolution: vec2f;\nvarying uv0: vec2f;\n\n#ifdef PREMULTIPLY\n    var premultiplyTexture: texture_2d<f32>;\n    var premultiplyTextureSampler: sampler;\n#endif\n\n@fragment\nfn fragmentMain(input: FragmentInput) -> FragmentOutput {\n    var output: FragmentOutput;\n\n    let e: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, input.uv0).rgb);\n\n    #ifdef BOXFILTER\n        var value: half3 = e;\n\n        #ifdef PREMULTIPLY\n            let premultiply: half = half(textureSample(premultiplyTexture, premultiplyTextureSampler, input.uv0).{PREMULTIPLY_SRC_CHANNEL});\n            value *= premultiply;\n        #endif\n    #else\n\n        let x: f32 = uniform.sourceInvResolution.x;\n        let y: f32 = uniform.sourceInvResolution.y;\n\n        let a: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - 2.0 * x, input.uv0.y + 2.0 * y)).rgb);\n        let b: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x,           input.uv0.y + 2.0 * y)).rgb);\n        let c: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + 2.0 * x, input.uv0.y + 2.0 * y)).rgb);\n\n        let d: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - 2.0 * x, input.uv0.y)).rgb);\n        let f: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + 2.0 * x, input.uv0.y)).rgb);\n\n        let g: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - 2.0 * x, input.uv0.y - 2.0 * y)).rgb);\n        let h: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x,           input.uv0.y - 2.0 * y)).rgb);\n        let i: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + 2.0 * x, input.uv0.y - 2.0 * y)).rgb);\n\n        let j: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - x, input.uv0.y + y)).rgb);\n        let k: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + x, input.uv0.y + y)).rgb);\n        let l: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - x, input.uv0.y - y)).rgb);\n        let m: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + x, input.uv0.y - y)).rgb);\n\n        var value: half3 = e * half(0.125);\n        value += (a + c + g + i) * half(0.03125);\n        value += (b + d + f + h) * half(0.0625);\n        value += (j + k + l + m) * half(0.125);\n    #endif\n\n    #ifdef REMOVE_INVALID\n        value = max(value, half3(0.0));\n    #endif\n\n    output.color = vec4f(vec3f(value), 1.0);\n    return output;\n}\n";
export default _default;
