export default /* glsl */`
#include
#include
#include
#include
#include
#include
#include
// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.
// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for
// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.
varying vec2 vHighPrecisionZW;
void main() {
#include
#include
#ifdef USE_DISPLACEMENTMAP
#include
#include
#include
#endif
#include
#include
#include
#include
#include
#include
#include
vHighPrecisionZW = gl_Position.zw;
}
`;