declare const _default: "#version 300 es\n#define SHADER_NAME scatterplot-layer-fragment-shader\n\nprecision highp float;\n\nuniform bool filled;\nuniform float stroked;\nuniform bool antialiasing;\n\nin vec4 vFillColor;\nin vec4 vLineColor;\nin vec2 unitPosition;\nin float innerUnitRadius;\nin float outerRadiusPixels;\n\nout vec4 fragColor;\n\nvoid main(void) {\n geometry.uv = unitPosition;\n\n float distToCenter = length(unitPosition) * outerRadiusPixels;\n float inCircle = antialiasing ? \n smoothedge(distToCenter, outerRadiusPixels) : \n step(distToCenter, outerRadiusPixels);\n\n if (inCircle == 0.0) {\n discard;\n }\n\n if (stroked > 0.5) {\n float isLine = antialiasing ? \n smoothedge(innerUnitRadius * outerRadiusPixels, distToCenter) :\n step(innerUnitRadius * outerRadiusPixels, distToCenter);\n\n if (filled) {\n fragColor = mix(vFillColor, vLineColor, isLine);\n } else {\n if (isLine == 0.0) {\n discard;\n }\n fragColor = vec4(vLineColor.rgb, vLineColor.a * isLine);\n }\n } else if (!filled) {\n discard;\n } else {\n fragColor = vFillColor;\n }\n\n fragColor.a *= inCircle;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=scatterplot-layer-fragment.glsl.d.ts.map