declare const _default: "\n    var sourceTexture: texture_2d<f32>;\n    var sourceTextureSampler: sampler;\n    uniform sourceInvResolution: vec2f;\n    varying uv0: vec2f;\n\n    @fragment\n    fn fragmentMain(input: FragmentInput) -> FragmentOutput {\n        var output: FragmentOutput;\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 - x, input.uv0.y + y)).rgb);\n        let b: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x,     input.uv0.y + y)).rgb);\n        let c: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + x, input.uv0.y + y)).rgb);\n\n        let d: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - x, input.uv0.y)).rgb);\n        let e: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x,     input.uv0.y)).rgb);\n        let f: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + x, input.uv0.y)).rgb);\n\n        let g: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x - x, input.uv0.y - y)).rgb);\n        let h: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x,     input.uv0.y - y)).rgb);\n        let i: half3 = half3(textureSample(sourceTexture, sourceTextureSampler, vec2f(input.uv0.x + x, input.uv0.y - y)).rgb);\n\n        var value: half3 = e * half(0.25);\n        value += (b + d + f + h) * half(0.125);\n        value += (a + c + g + i) * half(0.0625);\n\n        output.color = vec4f(vec3f(value), 1.0);\n        return output;\n    }\n";
export default _default;
