declare const _default: "\nattribute vertex_outlineParameters: vec3f;\nattribute vertex_shadowParameters: vec3f;\n\nvarying outline_color: vec4f;\nvarying outline_thickness: f32;\nvarying shadow_color: vec4f;\nvarying shadow_offset: vec2f;\n\nvar<private> dOutlineColor: vec4f;\nvar<private> dOutlineThickness: f32;\nvar<private> dShadowColor: vec4f;\nvar<private> dShadowOffset: vec2f;\n\nfn unpackMsdfParams() {\n    let little: vec3f = vertex_outlineParameters % vec3f(256.0);\n    let big: vec3f = (vertex_outlineParameters - little) / 256.0;\n\n    dOutlineColor = vec4f(little.x, big.x, little.y, big.y) / 255.0;\n\n    // _outlineThicknessScale === 0.2\n    dOutlineThickness = little.z / 255.0 * 0.2;\n\n    let little_shadow = vertex_shadowParameters % vec3f(256.0);\n    let big_shadow = (vertex_shadowParameters - little_shadow) / 256.0;\n\n    dShadowColor = vec4f(little_shadow.x, big_shadow.x, little_shadow.y, big_shadow.y) / 255.0;\n\n    // vec2(little.z, big.z) / 127. - 1. remaps shadow offset from [0, 254] to [-1, 1]\n    // _shadowOffsetScale === 0.005\n    dShadowOffset = (vec2f(little_shadow.z, big_shadow.z) / 127.0 - 1.0) * 0.005;\n}\n";
export default _default;
