declare const _default: "\nvec4 encodeLinear(vec3 source) {\n return vec4(source, 1.0);\n}\n\nvec4 encodeGamma(vec3 source) {\n return vec4(pow(source + 0.0000001, vec3(1.0 / 2.2)), 1.0);\n}\n\nvec4 encodeRGBM(vec3 source) { // modified RGBM\n vec4 result;\n result.rgb = pow(source.rgb, vec3(0.5));\n result.rgb *= 1.0 / 8.0;\n\n result.a = saturate( max( max( result.r, result.g ), max( result.b, 1.0 / 255.0 ) ) );\n result.a = ceil(result.a * 255.0) / 255.0;\n\n result.rgb /= result.a;\n return result;\n}\n\nvec4 encodeRGBP(vec3 source) {\n // convert incoming linear to gamma(ish)\n vec3 gamma = pow(source, vec3(0.5));\n\n // calculate the maximum component clamped to 1..8\n float maxVal = min(8.0, max(1.0, max(gamma.x, max(gamma.y, gamma.z))));\n\n // calculate storage factor\n float v = 1.0 - ((maxVal - 1.0) / 7.0);\n\n // round the value for storage in 8bit channel\n v = ceil(v * 255.0) / 255.0;\n\n return vec4(gamma / (-v * 7.0 + 8.0), v); \n}\n\nvec4 encodeRGBE(vec3 source) {\n float maxVal = max(source.x, max(source.y, source.z));\n if (maxVal < 1e-32) {\n return vec4(0, 0, 0, 0);\n } else {\n float e = ceil(log2(maxVal));\n return vec4(source / pow(2.0, e), (e + 128.0) / 255.0);\n }\n}\n"; export default _default;