declare const _default: "#version 300 es\n#define SHADER_NAME path-layer-fragment-shader\n\nprecision highp float;\n\nuniform float miterLimit;\n\nin vec4 vColor;\nin vec2 vCornerOffset;\nin float vMiterLength;\n/*\n * vPathPosition represents the relative coordinates of the current fragment on the path segment.\n * vPathPosition.x - position along the width of the path, between [-1, 1]. 0 is the center line.\n * vPathPosition.y - position along the length of the path, between [0, L / width].\n */\nin vec2 vPathPosition;\nin float vPathLength;\nin float vJointType;\n\nout vec4 fragColor;\n\nvoid main(void) {\n geometry.uv = vPathPosition;\n\n if (vPathPosition.y < 0.0 || vPathPosition.y > vPathLength) {\n // if joint is rounded, test distance from the corner\n if (vJointType > 0.5 && length(vCornerOffset) > 1.0) {\n discard;\n }\n // trim miter\n if (vJointType < 0.5 && vMiterLength > miterLimit + 1.0) {\n discard;\n }\n }\n fragColor = vColor;\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=path-layer-fragment.glsl.d.ts.map