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@animech-public/playcanvas

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var a="\nvarying vec4 texCoordsAlphaLife;\nuniform sampler2D colorMap;\nuniform sampler2D colorParam;\nuniform float graphSampleSize;\nuniform float graphNumSamples;\n#ifndef CAMERAPLANES\n#define CAMERAPLANES\nuniform vec4 camera_params;\n#endif\nuniform float softening;\nuniform float colorMult;\nfloat saturate(float x) {\n\treturn clamp(x, 0.0, 1.0);\n}\n#ifndef UNPACKFLOAT\n#define UNPACKFLOAT\nfloat unpackFloat(vec4 rgbaDepth) {\n\tconst vec4 bitShift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);\n\tfloat depth = dot(rgbaDepth, bitShift);\n\treturn depth;\n}\n#endif\nvoid main(void) {\n\tvec4 tex = gammaCorrectInput(texture2D(colorMap, vec2(texCoordsAlphaLife.x, 1.0 - texCoordsAlphaLife.y)));\n\tvec4 ramp = gammaCorrectInput(texture2D(colorParam, vec2(texCoordsAlphaLife.w, 0.0)));\n\tramp.rgb *= colorMult;\n\tramp.a += texCoordsAlphaLife.z;\n\tvec3 rgb = tex.rgb * ramp.rgb;\n\tfloat a = tex.a * ramp.a;\n";export{a as default};