// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/gaussianSplattingFragmentDeclaration.js";
const name = "gaussianSplattingDepthPixelShader";
const shader = `#include<gaussianSplattingFragmentDeclaration>
varying vPosition: vec2f;varying vColor: vec4f;fn checkDiscard(inPosition: vec2f,inColor: vec4f)->vec4f {var A : f32=-dot(inPosition,inPosition);var alpha : f32=exp(A)*inColor.a;
#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1
if (A<-4.) {discard;}
#else
if (A<-1.) {discard;}
#endif
return vec4f(inColor.rgb,alpha);}
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=checkDiscard(fragmentInputs.vPosition,fragmentInputs.vColor);
#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1
var alpha : f32=fragmentOutputs.color.a;
#endif
}
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
    ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const gaussianSplattingDepthPixelShaderWGSL = { name, shader };
//# sourceMappingURL=gaussianSplattingDepth.fragment.js.map