declare const _default: "#define SHADER_NAME raster-mesh-layer-fs\n\nprecision highp float;\n\nuniform bool hasTexture;\n\nuniform bool flatShading;\nuniform float opacity;\n\nvarying vec2 vTexCoord;\nvarying vec3 cameraPosition;\nvarying vec3 normals_commonspace;\nvarying vec4 position_commonspace;\nvarying vec4 vColor;\n\nvoid main(void) {\n  geometry.uv = vTexCoord;\n  vec4 image;\n  DECKGL_CREATE_COLOR(image, vTexCoord);\n\n  DECKGL_MUTATE_COLOR(image, vTexCoord);\n\n  vec3 normal;\n  if (flatShading) {\n\n// This is necessary because\n// headless.gl reports the extension as\n// available but does not support it in\n// the shader.\n#ifdef DERIVATIVES_AVAILABLE\n    normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n#else\n    normal = vec3(0.0, 0.0, 1.0);\n#endif\n  } else {\n    normal = normals_commonspace;\n  }\n\n  vec3 lightColor = lighting_getLightColor(image.rgb, cameraPosition, position_commonspace.xyz, normal);\n  gl_FragColor = vec4(lightColor, opacity);\n\n  DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
export default _default;
