export declare const ink = "\n \n \n float aastep(float threshold, float value) {\n float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;\n return smoothstep(threshold - afwidth, threshold + afwidth, value);\n }\n\n \n vec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n }\n \n vec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n }\n \n vec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n }\n \n float snoise(vec2 v)\n {\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n \n // Other corners\n vec2 i1;\n //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n //i1.y = 1.0 - i1.x;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n // x0 = x0 - 0.0 + 0.0 * C.xx ;\n // x1 = x0 - i1 + 1.0 * C.xx ;\n // x2 = x0 - 1.0 + 2.0 * C.xx ;\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n \n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n \n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n \n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n \n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n \n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n \n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n }\n float absorb(float sdf, vec2 uv, float scale, float falloff) {\n float distort = sdf + snoise(uv * scale) * falloff;\n return aastep(0.5, distort);\n }\n\n\n // float ink(float sdf, vec2 uv) {\n // float alpha = 0.0;\n // alpha += absorb(sdf, uv, 1000.0, 0.1) * 0.3;\n // alpha += absorb(sdf, uv, 50.0, 0.2) * 0.3;\n // alpha += absorb(sdf, uv, 500.0, 0.2) * 0.3;\n // return alpha;\n // }\n\n // float ink(float sdf, vec2 uv) {\n // float alpha = 0.0;\n // alpha += absorb(sdf, uv, 80.0, 0.02) * 0.1;\n // alpha += absorb(sdf, uv, 50.0, 0.02) * 0.1;\n // alpha += absorb(sdf, uv, 500.0, 0.05) * 0.2;\n // alpha += absorb(sdf, uv, 1000.0, 0.05) * 0.2;\n // alpha += absorb(sdf, uv, 3000.0, 0.1) * 0.2;\n // alpha += absorb(sdf, uv, 1000.0, 0.3) * 0.15;\n // return alpha;\n // }\n \n float ink(float sdf, vec2 uv) {\n float alpha = 0.0;\n alpha += absorb(sdf, uv, 600.0, 0.1) * 0.2;\n alpha += absorb(sdf, uv, 300.0, 0.1) * 0.2;\n alpha += absorb(sdf, uv, 20.0, 0.05) * 0.2;\n alpha += absorb(sdf, uv, 400.0, 0.05) * 0.2;\n alpha += absorb(sdf, uv, 100.0, 0.2) * 0.2;\n return alpha;\n }\n";