declare const _default: "#version 300 es\n#define SHADER_NAME point-cloud-layer-vertex-shader\n\nin vec3 positions;\nin vec3 instanceNormals;\nin vec4 instanceColors;\nin vec3 instancePositions;\nin vec3 instancePositions64Low;\nin vec3 instancePickingColors;\n\nuniform float opacity;\nuniform float radiusPixels;\nuniform int sizeUnits;\n\nout vec4 vColor;\nout vec2 unitPosition;\n\nvoid main(void) {\n geometry.worldPosition = instancePositions;\n geometry.normal = project_normal(instanceNormals);\n\n // position on the containing square in [-1, 1] space\n unitPosition = positions.xy;\n geometry.uv = unitPosition;\n geometry.pickingColor = instancePickingColors;\n\n // Find the center of the point and add the current vertex\n vec3 offset = vec3(positions.xy * project_size_to_pixel(radiusPixels, sizeUnits), 0.0);\n DECKGL_FILTER_SIZE(offset, geometry);\n\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.), geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n\n // Apply lighting\n vec3 lightColor = lighting_getLightColor(instanceColors.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal);\n\n // Apply opacity to instance color, or return instance picking color\n vColor = vec4(lightColor, instanceColors.a * opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=point-cloud-layer-vertex.glsl.d.ts.map