export declare const vertexShader = "\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\nuniform float thickness;\nuniform bool screenspace;\nuniform vec2 size;\n\nvoid main() {\n  #if defined (USE_SKINNING)\n    #include <beginnormal_vertex>\n    #include <morphnormal_vertex>\n    #include <skinbase_vertex>\n    #include <skinnormal_vertex>\n    #include <defaultnormal_vertex>\n  #endif\n  #include <begin_vertex>\n  #include <morphtarget_vertex>\n  #include <skinning_vertex>\n  #include <project_vertex>\n  vec4 tNormal = vec4(normal, 0.0);\n  vec4 tPosition = vec4(transformed, 1.0);\n  #ifdef USE_INSTANCING\n    tNormal = instanceMatrix * tNormal;\n    tPosition = instanceMatrix * tPosition;\n  #endif\n  if (!screenspace) {\n    vec3 newPosition = tPosition.xyz + tNormal.xyz * thickness;\n    gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);\n  } else {\n    vec4 clipPosition = projectionMatrix * modelViewMatrix * tPosition;\n    vec4 clipNormal = projectionMatrix * modelViewMatrix * tNormal;\n    vec2 offset = normalize(clipNormal.xy) * thickness / size * clipPosition.w * 2.0;\n    clipPosition.xy += offset;\n    gl_Position = clipPosition;\n  }\n}";
export declare const fragmentShader = "\nuniform vec3 color;\nuniform float opacity;\nvoid main(){\n  gl_FragColor = vec4(color, opacity);\n  #include <tonemapping_fragment>\n  #include <colorspace_fragment>\n}\n";
