declare const _default: "\n\n#define pcFragColor0 gl_FragData[0]\n\n#if COLOR_ATTACHMENT_1\n#define pcFragColor1 gl_FragData[1]\n#endif\n\n#if COLOR_ATTACHMENT_2\n#define pcFragColor2 gl_FragData[2]\n#endif\n\n#if COLOR_ATTACHMENT_3\n#define pcFragColor3 gl_FragData[3]\n#endif\n\n#if COLOR_ATTACHMENT_4\n#define pcFragColor4 gl_FragData[4]\n#endif\n\n#if COLOR_ATTACHMENT_5\n#define pcFragColor5 gl_FragData[5]\n#endif\n\n#if COLOR_ATTACHMENT_6\n#define pcFragColor6 gl_FragData[6]\n#endif\n\n#if COLOR_ATTACHMENT_7\n#define pcFragColor7 gl_FragData[7]\n#endif\n\n#define texture2DBias texture2D\n#define itexture2D texture2D\n#define utexture2D texture2D\n\n// pass / accept shadow map or texture as a function parameter, on webgl this is simply passed as is\n// but this is needed for WebGPU\n#define SHADOWMAP_PASS(name) name\n#define SHADOWMAP_ACCEPT(name) sampler2D name\n#define TEXTURE_PASS(name) name\n#define TEXTURE_ACCEPT(name) sampler2D name\n#define TEXTURE_ACCEPT_HIGHP(name) highp sampler2D name\n\n#ifndef SUPPORTS_TEXLOD\n\n // fallback for lod instructions\n #define texture2DLodEXT texture2D\n #define texture2DProjLodEXT textureProj\n #define textureCubeLodEXT textureCube\n #define textureShadow texture2D\n\n#else\n\n #define textureShadow(res, uv) texture2DGradEXT(res, uv, vec2(1, 1), vec2(1, 1))\n\n#endif\n\n#ifdef SUPPORTS_MRT\n #define gl_FragColor pcFragColor0\n#endif\n\n"; export default _default;