declare const _default: "#define SHADER_NAME text-background-layer-fragment-shader\n\nprecision highp float;\n\nuniform bool stroked;\n\nvarying vec4 vFillColor;\nvarying vec4 vLineColor;\nvarying float vLineWidth;\nvarying vec2 uv;\nvarying vec2 dimensions;\n\nvoid main(void) {\n  geometry.uv = uv;\n\n  vec2 pixelPosition = uv * dimensions;\n  if (stroked) {\n    float distToEdge = min(\n      min(pixelPosition.x, dimensions.x - pixelPosition.x),\n      min(pixelPosition.y, dimensions.y - pixelPosition.y)\n    );\n    float isBorder = smoothedge(distToEdge, vLineWidth);\n    gl_FragColor = mix(vFillColor, vLineColor, isBorder);\n  } else {\n    gl_FragColor = vFillColor;\n  }\n\n  DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
export default _default;
//# sourceMappingURL=text-background-layer-fragment.glsl.d.ts.map