declare const _default: "\n#ifdef SOFT_PARTICLES\n\n /* #ifdef LOGDEPTH\n float distSample = linearize_depth_log(sampleDepth, near, far);\n #else\n float distSample = ortho ? linearize_depth_ortho(sampleDepth, near, far) : linearize_depth(sampleDepth, near, far);\n #endif */\n\n vec2 p2 = projPosition.xy / projPosition.w;\n \n p2 = 0.5 * p2 + 0.5;\n\n float readDepth = texture2D(depthTexture, p2.xy).r;\n float viewDepth = linearize_depth(readDepth);\n\n float softParticlesFade = saturate(SOFT_INV_FADE_DISTANCE * ((viewDepth - SOFT_NEAR_FADE) - linearDepth));\n \n gl_FragColor *= softParticlesFade;\n\n //gl_FragColor = vec4(softParticlesFade , 0, 0, 1);\n#endif\n"; export default _default;