declare const _default: "#define SHADER_NAME icon-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform sampler2D iconsTexture;\nuniform float alphaCutoff;\n\nvarying float vColorMode;\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\nvarying vec2 uv;\n\nvoid main(void) {\n  geometry.uv = uv;\n\n  vec4 texColor = texture2D(iconsTexture, vTextureCoords);\n\n  // if colorMode == 0, use pixel color from the texture\n  // if colorMode == 1 or rendering picking buffer, use texture as transparency mask\n  vec3 color = mix(texColor.rgb, vColor.rgb, vColorMode);\n  // Take the global opacity and the alpha from vColor into account for the alpha component\n  float a = texColor.a * opacity * vColor.a;\n\n  if (a < alphaCutoff) {\n    discard;\n  }\n\n  gl_FragColor = vec4(color, a);\n  DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
export default _default;
//# sourceMappingURL=icon-layer-fragment.glsl.d.ts.map