declare const _default: "#define SHADER_NAME raster-mesh-layer-vs\n\n// Scale the model\nuniform float sizeScale;\nuniform bool composeModelMatrix;\n\n// Primitive attributes\nattribute vec3 positions;\nattribute vec3 normals;\nattribute vec3 colors;\nattribute vec2 texCoords;\n\n// Instance attributes\nattribute vec3 instancePositions;\nattribute vec3 instancePositions64Low;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nattribute mat3 instanceModelMatrix;\nattribute vec3 instanceTranslation;\n\n// Outputs to fragment shader\nvarying vec2 vTexCoord;\nvarying vec3 cameraPosition;\nvarying vec3 normals_commonspace;\nvarying vec4 position_commonspace;\nvarying vec4 vColor;\n\nvoid main(void) {\n  geometry.worldPosition = instancePositions;\n  geometry.uv = texCoords;\n  geometry.pickingColor = instancePickingColors;\n\n  vTexCoord = texCoords;\n  cameraPosition = project_uCameraPosition;\n  normals_commonspace = project_normal(instanceModelMatrix * normals);\n  vColor = vec4(colors * instanceColors.rgb, instanceColors.a);\n  geometry.normal = normals_commonspace;\n\n  vec3 pos = (instanceModelMatrix * positions) * sizeScale + instanceTranslation;\n\n  if (composeModelMatrix) {\n    DECKGL_FILTER_SIZE(pos, geometry);\n    gl_Position = project_position_to_clipspace(pos + instancePositions, instancePositions64Low, vec3(0.0), position_commonspace);\n  }\n  else {\n    pos = project_size(pos);\n    DECKGL_FILTER_SIZE(pos, geometry);\n    gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, pos, position_commonspace);\n  }\n\n  geometry.position = position_commonspace;\n  DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n  DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
export default _default;
