declare const _default: "\n    #include \"screenDepthPS\"\n    varying vec2 uv0;\n    uniform vec3 params;\n\n    void main()\n    {\n        float depth = getLinearScreenDepth(uv0);\n\n        // near and far focus ranges\n        float focusDistance = params.x;\n        float focusRange = params.y;\n        float invRange = params.z;\n        float farRange = focusDistance + focusRange * 0.5;\n        \n        // near and far CoC\n        float cocFar = min((depth - farRange) * invRange, 1.0);\n\n        #ifdef NEAR_BLUR\n            float nearRange = focusDistance - focusRange * 0.5;\n            float cocNear = min((nearRange - depth) * invRange, 1.0);\n        #else\n            float cocNear = 0.0;\n        #endif\n\n        gl_FragColor = vec4(cocFar, cocNear, 0.0, 0.0);\n    }\n";
export default _default;
