declare const _default: "#version 300 es\n#define SHADER_NAME icon-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform sampler2D iconsTexture;\nuniform float alphaCutoff;\n\nin float vColorMode;\nin vec4 vColor;\nin vec2 vTextureCoords;\nin vec2 uv;\n\nout vec4 fragColor;\n\nvoid main(void) {\n geometry.uv = uv;\n\n vec4 texColor = texture(iconsTexture, vTextureCoords);\n\n // if colorMode == 0, use pixel color from the texture\n // if colorMode == 1 or rendering picking buffer, use texture as transparency mask\n vec3 color = mix(texColor.rgb, vColor.rgb, vColorMode);\n // Take the global opacity and the alpha from vColor into account for the alpha component\n float a = texColor.a * opacity * vColor.a;\n\n if (a < alphaCutoff) {\n discard;\n }\n\n fragColor = vec4(color, a);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=icon-layer-fragment.glsl.d.ts.map