declare const _default: "#version 300 es\n#define SHADER_NAME scatterplot-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vFillColor;\nin vec4 vLineColor;\nin vec2 unitPosition;\nin float innerUnitRadius;\nin float outerRadiusPixels;\n\nout vec4 fragColor;\n\nvoid main(void) {\n  geometry.uv = unitPosition;\n\n  float distToCenter = length(unitPosition) * outerRadiusPixels;\n  float inCircle = scatterplot.antialiasing ?\n    smoothedge(distToCenter, outerRadiusPixels) : \n    step(distToCenter, outerRadiusPixels);\n\n  if (inCircle == 0.0) {\n    discard;\n  }\n\n  if (scatterplot.stroked > 0.5) {\n    float isLine = scatterplot.antialiasing ? \n      smoothedge(innerUnitRadius * outerRadiusPixels, distToCenter) :\n      step(innerUnitRadius * outerRadiusPixels, distToCenter);\n\n    if (scatterplot.filled > 0.5) {\n      fragColor = mix(vFillColor, vLineColor, isLine);\n    } else {\n      if (isLine == 0.0) {\n        discard;\n      }\n      fragColor = vec4(vLineColor.rgb, vLineColor.a * isLine);\n    }\n  } else if (scatterplot.filled < 0.5) {\n    discard;\n  } else {\n    fragColor = vFillColor;\n  }\n\n  fragColor.a *= inCircle;\n  DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
export default _default;
//# sourceMappingURL=scatterplot-layer-fragment.glsl.d.ts.map