declare const _default: "\n\n var pos : array = array(\n vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0)\n );\n\n struct VertexOutput {\n @builtin(position) position : vec4f,\n };\n\n @vertex\n fn vertexMain(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {\n var output : VertexOutput;\n output.position = vec4f(pos[vertexIndex], 0, 1);\n return output;\n }\n\n @group(0) @binding(0) var img : texture_depth_multisampled_2d;\n\n @fragment\n fn fragmentMain(@builtin(position) fragColor: vec4f) -> @location(0) vec4f {\n let coord = vec2i(fragColor.xy);\n\n // the depth value of sample 0, or a min/max reduction of all samples\n var depth = textureLoad(img, coord, 0u);\n #if defined(DEPTH_RESOLVE_MIN) || defined(DEPTH_RESOLVE_MAX)\n let count = i32(textureNumSamples(img));\n for (var i = 1; i < count; i++) {\n #ifdef DEPTH_RESOLVE_MIN\n depth = min(depth, textureLoad(img, coord, i));\n #else\n depth = max(depth, textureLoad(img, coord, i));\n #endif\n }\n #endif\n\n return vec4f(depth, 0.0, 0.0, 0.0);\n }\n"; export default _default;