declare const FRAGMENT_SHADER = "\nvarying vec4 vColor;\n\n#if defined(USE_MAP)\n  uniform sampler2D map;\n  varying float vAngle;\n#endif\n\nvoid main() {\n  gl_FragColor = vColor;\n\n  #if defined(USE_MAP)\n    float c = cos(vAngle);\n    float s = sin(vAngle);\n\n    // rotate UV coordinates to rotate texture\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    vec4 rotatedTexture = texture2D(map, rotatedUV);\n    gl_FragColor = vColor * rotatedTexture;\n  #endif\n}\n";
export { FRAGMENT_SHADER };
