declare const _default: "\n    #include \"tonemappingPS\"\n    #include \"gammaPS\"\n\n    varying vec2 uv0;\n    uniform sampler2D sceneTexture;\n    uniform vec2 sceneTextureInvRes;\n\n    #include \"composeBloomPS\"\n    #include \"composeDofPS\"\n    #include \"composeSsaoPS\"\n    #include \"composeGradingPS\"\n    #include \"composeVignettePS\"\n    #include \"composeFringingPS\"\n    #include \"composeCasPS\"\n    #include \"composeColorLutPS\"\n\n    void main() {\n        vec2 uv = uv0;\n\n        // TAA pass renders upside-down on WebGPU, flip it here\n        #ifdef TAA\n        #ifdef WEBGPU\n            uv.y = 1.0 - uv.y;\n        #endif\n        #endif\n\n        vec4 scene = texture2DLod(sceneTexture, uv, 0.0);\n        vec3 result = scene.rgb;\n\n        // Apply CAS\n        #ifdef CAS\n            result = applyCas(result, uv, sharpness);\n        #endif\n\n        // Apply DOF\n        #ifdef DOF\n            result = applyDof(result, uv0);\n        #endif\n\n        // Apply SSAO\n        #ifdef SSAO_TEXTURE\n            result = applySsao(result, uv0);\n        #endif\n\n        // Apply Fringing\n        #ifdef FRINGING\n            result = applyFringing(result, uv);\n        #endif\n\n        // Apply Bloom\n        #ifdef BLOOM\n            result = applyBloom(result, uv0);\n        #endif\n\n        // Apply Color Grading\n        #ifdef GRADING\n            result = applyGrading(result);\n        #endif\n\n        // Apply Tone Mapping\n        result = toneMap(max(vec3(0.0), result));\n\n        // Apply Color LUT after tone mapping, in LDR space\n        #ifdef COLOR_LUT\n            result = applyColorLUT(result);\n        #endif\n\n        // Apply Vignette\n        #ifdef VIGNETTE\n            result = applyVignette(result, uv);\n        #endif\n\n        // Debug output handling in one centralized location\n        #ifdef DEBUG_COMPOSE\n            #if DEBUG_COMPOSE == scene\n                result = scene.rgb;\n            #elif defined(BLOOM) && DEBUG_COMPOSE == bloom\n                result = dBloom * bloomIntensity;\n            #elif defined(DOF) && DEBUG_COMPOSE == dofcoc\n                result = vec3(dCoc, 0.0);\n            #elif defined(DOF) && DEBUG_COMPOSE == dofblur\n                result = dBlur;\n            #elif defined(SSAO_TEXTURE) && DEBUG_COMPOSE == ssao\n                result = vec3(dSsao);\n            #elif defined(VIGNETTE) && DEBUG_COMPOSE == vignette\n                result = vec3(dVignette);\n            #endif\n        #endif\n\n        // Apply gamma correction\n        result = gammaCorrectOutput(result);\n\n        gl_FragColor = vec4(result, scene.a);\n    }\n";
export default _default;
