declare const _default: "\nfloat linstep(float a, float b, float v) {\n    return saturate((v - a) / (b - a));\n}\n\nfloat reduceLightBleeding(float pMax, float amount) {\n   // Remove the [0, amount] tail and linearly rescale (amount, 1].\n   return linstep(amount, 1.0, pMax);\n}\n\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance, float lightBleedingReduction) {\n    // Compute variance\n    float variance = moments.y - (moments.x * moments.x);\n    variance = max(variance, minVariance);\n\n    // Compute probabilistic upper bound\n    float d = mean - moments.x;\n    float pMax = variance / (variance + (d * d));\n\n    pMax = reduceLightBleeding(pMax, lightBleedingReduction);\n\n    // One-tailed Chebyshev\n    return (mean <= moments.x ? 1.0 : pMax);\n}\n\nfloat calculateEVSM(vec3 moments, float Z, float vsmBias, float exponent) {\n    Z = 2.0 * Z - 1.0;\n    float warpedDepth = exp(exponent * Z);\n\n    moments.xy += vec2(warpedDepth, warpedDepth*warpedDepth) * (1.0 - moments.z);\n\n    float VSMBias = vsmBias;//0.01 * 0.25;\n    float depthScale = VSMBias * exponent * warpedDepth;\n    float minVariance1 = depthScale * depthScale;\n    return chebyshevUpperBound(moments.xy, warpedDepth, minVariance1, 0.1);\n}\n";
export default _default;
