declare const _default: "#version 300 es\n#define SHADER_NAME scatterplot-layer-vertex-shader\n\nin vec3 positions;\n\nin vec3 instancePositions;\nin vec3 instancePositions64Low;\nin float instanceRadius;\nin float instanceLineWidths;\nin vec4 instanceFillColors;\nin vec4 instanceLineColors;\nin vec3 instancePickingColors;\n\nuniform float opacity;\nuniform float radiusScale;\nuniform float radiusMinPixels;\nuniform float radiusMaxPixels;\nuniform float lineWidthScale;\nuniform float lineWidthMinPixels;\nuniform float lineWidthMaxPixels;\nuniform float stroked;\nuniform bool filled;\nuniform bool antialiasing;\nuniform bool billboard;\nuniform int radiusUnits;\nuniform int lineWidthUnits;\n\nout vec4 vFillColor;\nout vec4 vLineColor;\nout vec2 unitPosition;\nout float innerUnitRadius;\nout float outerRadiusPixels;\n\n\nvoid main(void) {\n geometry.worldPosition = instancePositions;\n\n // Multiply out radius and clamp to limits\n outerRadiusPixels = clamp(\n project_size_to_pixel(radiusScale * instanceRadius, radiusUnits),\n radiusMinPixels, radiusMaxPixels\n );\n \n // Multiply out line width and clamp to limits\n float lineWidthPixels = clamp(\n project_size_to_pixel(lineWidthScale * instanceLineWidths, lineWidthUnits),\n lineWidthMinPixels, lineWidthMaxPixels\n );\n\n // outer radius needs to offset by half stroke width\n outerRadiusPixels += stroked * lineWidthPixels / 2.0;\n\n // Expand geometry to accomodate edge smoothing\n float edgePadding = antialiasing ? (outerRadiusPixels + SMOOTH_EDGE_RADIUS) / outerRadiusPixels : 1.0;\n\n // position on the containing square in [-1, 1] space\n unitPosition = edgePadding * positions.xy;\n geometry.uv = unitPosition;\n geometry.pickingColor = instancePickingColors;\n\n innerUnitRadius = 1.0 - stroked * lineWidthPixels / outerRadiusPixels;\n \n if (billboard) {\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n vec3 offset = edgePadding * positions * outerRadiusPixels;\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n } else {\n vec3 offset = edgePadding * positions * project_pixel_size(outerRadiusPixels);\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset, geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n\n // Apply opacity to instance color, or return instance picking color\n vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * opacity);\n DECKGL_FILTER_COLOR(vFillColor, geometry);\n vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * opacity);\n DECKGL_FILTER_COLOR(vLineColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=scatterplot-layer-vertex.glsl.d.ts.map