declare const _default: "#version 300 es\n#define SHADER_NAME simple-mesh-layer-vs\n\n// Scale the model\nuniform float sizeScale;\nuniform bool composeModelMatrix;\n\n// Primitive attributes\nin vec3 positions;\nin vec3 normals;\nin vec3 colors;\nin vec2 texCoords;\n\n// Instance attributes\nin vec3 instancePositions;\nin vec3 instancePositions64Low;\nin vec4 instanceColors;\nin vec3 instancePickingColors;\nin vec3 instanceModelMatrixCol0;\nin vec3 instanceModelMatrixCol1;\nin vec3 instanceModelMatrixCol2;\nin vec3 instanceTranslation;\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\n\nvoid main(void) {\n geometry.worldPosition = instancePositions;\n geometry.uv = texCoords;\n geometry.pickingColor = instancePickingColors;\n\n vTexCoord = texCoords;\n cameraPosition = project_uCameraPosition;\n vColor = vec4(colors * instanceColors.rgb, instanceColors.a);\n\n mat3 instanceModelMatrix = mat3(instanceModelMatrixCol0, instanceModelMatrixCol1, instanceModelMatrixCol2);\n vec3 pos = (instanceModelMatrix * positions) * sizeScale + instanceTranslation;\n\n if (composeModelMatrix) {\n DECKGL_FILTER_SIZE(pos, geometry);\n // using instancePositions as world coordinates\n // when using globe mode, this branch does not re-orient the model to align with the surface of the earth\n // call project_normal before setting position to avoid rotation\n normals_commonspace = project_normal(instanceModelMatrix * normals);\n geometry.worldPosition += pos;\n gl_Position = project_position_to_clipspace(pos + instancePositions, instancePositions64Low, vec3(0.0), position_commonspace);\n geometry.position = position_commonspace;\n }\n else {\n pos = project_size(pos);\n DECKGL_FILTER_SIZE(pos, geometry);\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, pos, position_commonspace);\n geometry.position = position_commonspace;\n normals_commonspace = project_normal(instanceModelMatrix * normals);\n }\n\n geometry.normal = normals_commonspace;\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=simple-mesh-layer-vertex.glsl.d.ts.map