declare const FRAGMENT_SHADER = "\nvarying vec4 vColor;\nvarying float vAngle;\n\n#if defined(USE_MAP)\n  uniform sampler2D map;\n#endif\n\nvoid main() {\n    // \u5982\u679C\u7C92\u5B50\u900F\u660E\u5EA6\u4E3A0\uFF0C\u76F4\u63A5\u4E22\u5F03\n    if (vColor.a <= 0.0) {\n        discard;\n    }\n    \n    gl_FragColor = vColor;\n\n    #if defined(USE_MAP)\n        float c = cos(vAngle);\n        float s = sin(vAngle);\n\n        // \u65CB\u8F6CUV\u5750\u6807\u4EE5\u65CB\u8F6C\u7EB9\u7406\n        vec2 rotatedUV = vec2(\n            c * (gl_PointCoord.x - 0.5) + s * (gl_PointCoord.y - 0.5) + 0.5,\n            c * (gl_PointCoord.y - 0.5) - s * (gl_PointCoord.x - 0.5) + 0.5\n        );\n        \n        vec4 textureColor = texture2D(map, rotatedUV);\n        gl_FragColor = vColor * textureColor;\n    #endif\n}\n";
export { FRAGMENT_SHADER };
