declare const _default: "#version 300 es\n\n#define SHADER_NAME scenegraph-layer-fragment-shader\n\n// Uniforms\nuniform float opacity;\n\n// Varying\nin vec4 vColor;\n\nout vec4 fragColor;\n\n// MODULE_PBR contains all the varying definitions needed\n#ifndef MODULE_PBR\n #if defined(HAS_UV) && defined(HAS_BASECOLORMAP)\n in vec2 vTEXCOORD_0;\n uniform sampler2D u_BaseColorSampler;\n #endif\n#endif\n\nvoid main(void) {\n #ifdef MODULE_PBR\n fragColor = vColor * pbr_filterColor(vec4(0));\n geometry.uv = pbr_vUV;\n #else\n #if defined(HAS_UV) && defined(HAS_BASECOLORMAP)\n fragColor = vColor * texture(u_BaseColorSampler, vTEXCOORD_0);\n geometry.uv = vTEXCOORD_0;\n #else\n fragColor = vColor;\n #endif\n #endif\n\n fragColor.a *= opacity;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=scenegraph-layer-fragment.glsl.d.ts.map