export declare const vertHead: string;
export declare const vert = "\n    vec3 pos = position;\n    \n    terrain = 0.;\n    float u_time = time * 0.25;\n    \n    terrain += 1. * pow(snoise(vec4(pos.xyz * 0.15, u_time + 100.)), 1.);\n    terrain += 0.8 * pow(snoise(vec4(pos.xyz * 0.2, u_time + 200.)), 1.5);\n    terrain += 0.4 * pow(snoise(vec4(pos.xyz * 0.8, u_time + 300.)), 2.);\n    terrain += 0.2 * pow(snoise(vec4(pos.xyz * 1.6, u_time + 400.)), 8.);\n    terrain_perc = terrain / (1. + 0.8 + 0.4 + 0.2);\n    terrain_perc = terrain_perc;\n    \n    pos = pos + normal * 2. * 2. * (terrain_perc - 0.5);\n    vfNormal = normal;\n    \n    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.);\n";
export declare const fragHead: string;
export declare const frag = "\n    vec3 hsv_col = rgb2hsv(gl_FragColor.rgb);\n    \n    // todo: offset vfNormal by up_norm\n    vec3 oklab_axiom = lsrgb2oklab(axiom);\n    vec3 oklab_range_idea = lsrgb2oklab(axiom + 0.35 * range * vfNormal);\n    vec3 col = oklab2lsrgb(mix(oklab_axiom, oklab_range_idea, 1. - terrain_perc));\n    \n    gl_FragColor.rgb = col * pow(hsv_col.z, 1.3);\n    \n    \n    gl_FragColor.rgb *= 0.15 + 1.85 * pow((1. - terrain_perc), 1.5);\n";
