declare const _default: { readonly name: "geometry"; readonly source: "const SMOOTH_EDGE_RADIUS: f32 = 0.5;\n\nstruct VertexGeometry {\n position: vec4,\n worldPosition: vec3,\n worldPositionAlt: vec3,\n normal: vec3,\n uv: vec2,\n pickingColor: vec3,\n};\n\nvar geometry_: VertexGeometry = VertexGeometry(\n vec4(0.0, 0.0, 1.0, 0.0),\n vec3(0.0, 0.0, 0.0),\n vec3(0.0, 0.0, 0.0),\n vec3(0.0, 0.0, 0.0),\n vec2(0.0, 0.0),\n vec3(0.0, 0.0, 0.0)\n);\n\nstruct FragmentGeometry {\n uv: vec2,\n};\n\nvar fragmentGeometry: FragmentGeometry;\n\nfn smoothedge(edge: f32, x: f32) -> f32 {\n return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x);\n}\n"; readonly vs: "#define SMOOTH_EDGE_RADIUS 0.5\n\nstruct VertexGeometry {\n vec4 position;\n vec3 worldPosition;\n vec3 worldPositionAlt;\n vec3 normal;\n vec2 uv;\n vec3 pickingColor;\n} geometry = VertexGeometry(\n vec4(0.0, 0.0, 1.0, 0.0),\n vec3(0.0),\n vec3(0.0),\n vec3(0.0),\n vec2(0.0),\n vec3(0.0)\n);\n"; readonly fs: "#define SMOOTH_EDGE_RADIUS 0.5\n\nstruct FragmentGeometry {\n vec2 uv;\n} geometry;\n\nfloat smoothedge(float edge, float x) {\n return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x);\n}\n"; }; export default _default; //# sourceMappingURL=geometry.d.ts.map