declare const _default: "\n#include \"screenDepthPS\"\nvarying uv0: vec2f;\nuniform params: vec3f;\n\n@fragment\nfn fragmentMain(input: FragmentInput) -> FragmentOutput {\n    var output: FragmentOutput;\n\n    let depth: f32 = getLinearScreenDepth(uv0);\n\n    // near and far focus ranges\n    let focusDistance: f32 = uniform.params.x;\n    let focusRange: f32 = uniform.params.y;\n    let invRange: f32 = uniform.params.z;\n    let farRange: f32 = focusDistance + focusRange * 0.5;\n\n    // near and far CoC\n    let cocFar: f32 = min((depth - farRange) * invRange, 1.0);\n\n    #ifdef NEAR_BLUR\n        let nearRange: f32 = focusDistance - focusRange * 0.5;\n        var cocNear: f32 = min((nearRange - depth) * invRange, 1.0);\n    #else\n        var cocNear: f32 = 0.0;\n    #endif\n\n    output.color = vec4f(cocFar, cocNear, 0.0, 0.0);\n    return output;\n}\n";
export default _default;
