declare const _default: "\n\n// texelFetch support and others\n#extension GL_EXT_samplerless_texture_functions : require\n\n#ifndef outType_0\n#define outType_0 vec4\n#endif\n#ifndef outType_1\n#define outType_1 vec4\n#endif\n#ifndef outType_2\n#define outType_2 vec4\n#endif\n#ifndef outType_3\n#define outType_3 vec4\n#endif\n#ifndef outType_4\n#define outType_4 vec4\n#endif\n#ifndef outType_5\n#define outType_5 vec4\n#endif\n#ifndef outType_6\n#define outType_6 vec4\n#endif\n#ifndef outType_7\n#define outType_7 vec4\n#endif\n\nlayout(location = 0) out highp outType_0 pc_fragColor;\nlayout(location = 1) out highp outType_1 pc_fragColor1;\nlayout(location = 2) out highp outType_2 pc_fragColor2;\nlayout(location = 3) out highp outType_3 pc_fragColor3;\nlayout(location = 4) out highp outType_4 pc_fragColor4;\nlayout(location = 5) out highp outType_5 pc_fragColor5;\nlayout(location = 6) out highp outType_6 pc_fragColor6;\nlayout(location = 7) out highp outType_7 pc_fragColor7;\n\n#define gl_FragColor pc_fragColor\n\n#define pcFragColor0 pc_fragColor\n#define pcFragColor1 pc_fragColor1\n#define pcFragColor2 pc_fragColor2\n#define pcFragColor3 pc_fragColor3\n#define pcFragColor4 pc_fragColor4\n#define pcFragColor5 pc_fragColor5\n#define pcFragColor6 pc_fragColor6\n#define pcFragColor7 pc_fragColor7\n\n#define texture2D(res, uv) texture(sampler2D(res, res ## _sampler), uv)\n#define texture2DBias(res, uv, bias) texture(sampler2D(res, res ## _sampler), uv, bias)\n#define texture2DLodEXT(res, uv, lod) textureLod(sampler2D(res, res ## _sampler), uv, lod)\n#define textureCube(res, uv) texture(samplerCube(res, res ## _sampler), uv)\n#define textureCubeLodEXT(res, uv, lod) textureLod(samplerCube(res, res ## _sampler), uv, lod)\n#define textureShadow(res, uv) textureLod(sampler2DShadow(res, res ## _sampler), uv, 0.0)\n#define itexture2D(res, uv) texture(isampler2D(res, res ## _sampler), uv)\n#define utexture2D(res, uv) texture(usampler2D(res, res ## _sampler), uv)\n\n// TODO: implement other texture sampling macros\n// #define texture2DProj textureProj\n// #define texture2DProjLodEXT textureProjLod\n// #define texture2DGradEXT textureGrad\n// #define texture2DProjGradEXT textureProjGrad\n// #define textureCubeGradEXT textureGrad\n\n// pass / accept shadow map as a function parameter, passes both the texture as well as sampler\n// as the combined sampler can be only created at a point of use\n#define SHADOWMAP_PASS(name) name, name ## _sampler\n#define SHADOWMAP_ACCEPT(name) texture2D name, sampler name ## _sampler\n#define TEXTURE_PASS(name) name, name ## _sampler\n#define TEXTURE_ACCEPT(name) texture2D name, sampler name ## _sampler\n#define TEXTURE_ACCEPT_HIGHP TEXTURE_ACCEPT\n\n#define GL2\n#define WEBGPU\n#define SUPPORTS_TEXLOD\n#define SUPPORTS_MRT\n"; export default _default;