declare const _default: "\n\nuniform vec4 blueNoiseJitter;\n\n#ifdef DITHER_BLUENOISE\n    uniform sampler2D blueNoiseTex32;\n#endif\n\nvoid opacityDither(float alpha, float id) {\n    #ifdef DITHER_BAYER8\n\n        float noise = bayer8(floor(mod(gl_FragCoord.xy + blueNoiseJitter.xy + id, 8.0))) / 64.0;\n\n    #else\n\n        #ifdef DITHER_BLUENOISE\n            vec2 uv = fract(gl_FragCoord.xy / 32.0 + blueNoiseJitter.xy + id);\n            float noise = texture2DLod(blueNoiseTex32, uv, 0.0).y;\n        #endif\n\n        #ifdef DITHER_IGNNOISE\n            // based on https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/\n            vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);\n            float noise = fract(magic.z * fract(dot(gl_FragCoord.xy + blueNoiseJitter.xy + id, magic.xy)));\n        #endif\n\n    #endif\n\n    // convert the noise to linear space, as that is specified in sRGB space (stores perceptual values)\n    noise = pow(noise, 2.2);\n\n    if (alpha < noise)\n        discard;\n}\n";
export default _default;
