declare const _default: "#version 300 es\n#define SHADER_NAME text-background-layer-vertex-shader\n\nin vec2 positions;\n\nin vec3 instancePositions;\nin vec3 instancePositions64Low;\nin vec4 instanceRects;\nin float instanceSizes;\nin float instanceAngles;\nin vec2 instancePixelOffsets;\nin float instanceLineWidths;\nin vec4 instanceFillColors;\nin vec4 instanceLineColors;\nin vec3 instancePickingColors;\n\nuniform bool billboard;\nuniform float opacity;\nuniform float sizeScale;\nuniform float sizeMinPixels;\nuniform float sizeMaxPixels;\nuniform vec4 padding;\nuniform int sizeUnits;\n\nout vec4 vFillColor;\nout vec4 vLineColor;\nout float vLineWidth;\nout vec2 uv;\nout vec2 dimensions;\n\nvec2 rotate_by_angle(vec2 vertex, float angle) {\n float angle_radian = radians(angle);\n float cos_angle = cos(angle_radian);\n float sin_angle = sin(angle_radian);\n mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);\n return rotationMatrix * vertex;\n}\n\nvoid main(void) {\n geometry.worldPosition = instancePositions;\n geometry.uv = positions;\n geometry.pickingColor = instancePickingColors;\n uv = positions;\n vLineWidth = instanceLineWidths;\n\n // convert size in meters to pixels, then scaled and clamp\n\n // project meters to pixels and clamp to limits\n float sizePixels = clamp(\n project_size_to_pixel(instanceSizes * sizeScale, sizeUnits),\n sizeMinPixels, sizeMaxPixels\n );\n\n dimensions = instanceRects.zw * sizePixels + padding.xy + padding.zw;\n\n vec2 pixelOffset = (positions * instanceRects.zw + instanceRects.xy) * sizePixels + mix(-padding.xy, padding.zw, positions);\n pixelOffset = rotate_by_angle(pixelOffset, instanceAngles);\n pixelOffset += instancePixelOffsets;\n pixelOffset.y *= -1.0;\n\n if (billboard) {\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n vec3 offset = vec3(pixelOffset, 0.0);\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n } else {\n vec3 offset_common = vec3(project_pixel_size(pixelOffset), 0.0);\n DECKGL_FILTER_SIZE(offset_common, geometry);\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset_common, geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n\n // Apply opacity to instance color, or return instance picking color\n vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * opacity);\n DECKGL_FILTER_COLOR(vFillColor, geometry);\n vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * opacity);\n DECKGL_FILTER_COLOR(vLineColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=text-background-layer-vertex.glsl.d.ts.map