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    Variable SCATTER_TEXTURE_GLSLConst

    SCATTER_TEXTURE_GLSL: "\n uniform float uScatterTexEnabled;\n uniform float uScatterTexStrength;\n uniform float uScatterTexScale;\n varying vec3 vScatterTexPos;\n\n float stHash(vec3 p) {\n return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453);\n }\n\n /** Value noise, 0–1, smooth across cell boundaries. */\n float stNoise(vec3 p) {\n vec3 i = floor(p);\n vec3 f = fract(p);\n f = f * f * (3.0 - 2.0 * f);\n return mix(\n mix(mix(stHash(i + vec3(0, 0, 0)), stHash(i + vec3(1, 0, 0)), f.x),\n mix(stHash(i + vec3(0, 1, 0)), stHash(i + vec3(1, 1, 0)), f.x), f.y),\n mix(mix(stHash(i + vec3(0, 0, 1)), stHash(i + vec3(1, 0, 1)), f.x),\n mix(stHash(i + vec3(0, 1, 1)), stHash(i + vec3(1, 1, 1)), f.x), f.y),\n f.z);\n }\n" = ...

    Uniform declarations and the noise backing SCATTER_TEXTURE_FRAG_BODY.