declare const _default: "\nuniform highp sampler2D uSceneDepthMap;\n\n#ifndef SCREENSIZE\n#define SCREENSIZE\nuniform vec4 uScreenSize;\n#endif\n\n#ifndef VIEWMATRIX\n#define VIEWMATRIX\nuniform mat4 matrix_view;\n#endif\n\n#ifndef LINEARIZE_DEPTH\n#ifndef CAMERAPLANES\n#define CAMERAPLANES\nuniform vec4 camera_params; // x: 1 / camera_far,      y: camera_far,     z: camera_near,        w: is_ortho\n#endif\n\n#define LINEARIZE_DEPTH\nfloat linearizeDepth(float z) {\n    if (camera_params.w == 0.0)\n        return (camera_params.z * camera_params.y) / (camera_params.y + z * (camera_params.z - camera_params.y));\n    else\n        return camera_params.z + z * (camera_params.y - camera_params.z);\n}\n#endif // LINEARIZE_DEPTH\n\nfloat delinearizeDepth(float linearDepth) {\n    if (camera_params.w == 0.0) {\n        return (camera_params.y * (camera_params.z - linearDepth)) / (linearDepth * (camera_params.z - camera_params.y));\n    } else {\n        return (linearDepth - camera_params.z) / (camera_params.y - camera_params.z);\n    }\n}\n\n// Retrieves rendered linear camera depth by UV\nfloat getLinearScreenDepth(vec2 uv) {\n    #ifdef SCENE_DEPTHMAP_LINEAR\n        #ifdef SCENE_DEPTHMAP_FLOAT\n            return texture2D(uSceneDepthMap, uv).r;\n        #else\n\n            ivec2 textureSize = textureSize(uSceneDepthMap, 0);\n            ivec2 texel = ivec2(uv * vec2(textureSize));\n            vec4 data = texelFetch(uSceneDepthMap, texel, 0);\n\n            uint intBits = \n                (uint(data.r * 255.0) << 24u) |\n                (uint(data.g * 255.0) << 16u) |\n                (uint(data.b * 255.0) << 8u) |\n                uint(data.a * 255.0);\n\n            return uintBitsToFloat(intBits);\n        #endif\n    #else\n        return linearizeDepth(texture2D(uSceneDepthMap, uv).r);\n    #endif\n}\n\n#ifndef VERTEXSHADER\n// Retrieves rendered linear camera depth under the current pixel\nfloat getLinearScreenDepth() {\n    vec2 uv = gl_FragCoord.xy * uScreenSize.zw;\n    return getLinearScreenDepth(uv);\n}\n#endif\n\n// Generates linear camera depth for the given world position\nfloat getLinearDepth(vec3 pos) {\n    return -(matrix_view * vec4(pos, 1.0)).z;\n}\n";
export default _default;
