declare const _default: "#define SHADER_NAME text-background-layer-vertex-shader\n\nattribute vec2 positions;\n\nattribute vec3 instancePositions;\nattribute vec3 instancePositions64Low;\nattribute vec4 instanceRects;\nattribute float instanceSizes;\nattribute float instanceAngles;\nattribute vec2 instancePixelOffsets;\nattribute float instanceLineWidths;\nattribute vec4 instanceFillColors;\nattribute vec4 instanceLineColors;\nattribute vec3 instancePickingColors;\n\nuniform bool billboard;\nuniform float opacity;\nuniform float sizeScale;\nuniform float sizeMinPixels;\nuniform float sizeMaxPixels;\nuniform vec4 padding;\nuniform int sizeUnits;\n\nvarying vec4 vFillColor;\nvarying vec4 vLineColor;\nvarying float vLineWidth;\nvarying vec2 uv;\nvarying vec2 dimensions;\n\nvec2 rotate_by_angle(vec2 vertex, float angle) {\n  float angle_radian = radians(angle);\n  float cos_angle = cos(angle_radian);\n  float sin_angle = sin(angle_radian);\n  mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);\n  return rotationMatrix * vertex;\n}\n\nvoid main(void) {\n  geometry.worldPosition = instancePositions;\n  geometry.uv = positions;\n  geometry.pickingColor = instancePickingColors;\n  uv = positions;\n  vLineWidth = instanceLineWidths;\n\n  // convert size in meters to pixels, then scaled and clamp\n\n  // project meters to pixels and clamp to limits\n  float sizePixels = clamp(\n    project_size_to_pixel(instanceSizes * sizeScale, sizeUnits),\n    sizeMinPixels, sizeMaxPixels\n  );\n\n  dimensions = instanceRects.zw * sizePixels + padding.xy + padding.zw;\n\n  vec2 pixelOffset = (positions * instanceRects.zw + instanceRects.xy) * sizePixels + mix(-padding.xy, padding.zw, positions);\n  pixelOffset = rotate_by_angle(pixelOffset, instanceAngles);\n  pixelOffset += instancePixelOffsets;\n  pixelOffset.y *= -1.0;\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 = vec3(pixelOffset, 0.0);\n    DECKGL_FILTER_SIZE(offset, geometry);\n    gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n  } else {\n    vec3 offset_common = vec3(project_pixel_size(pixelOffset), 0.0);\n    DECKGL_FILTER_SIZE(offset_common, geometry);\n    gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset_common, 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=text-background-layer-vertex.glsl.d.ts.map