export declare const ver = "\nvarying highp vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;\n\n#include \n#include \n\nvoid main() {\n #include \n #include \n #include \n \n vUv = uv;\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = worldPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n \n vNormal = normalize(mat3(transpose(inverse(modelMatrix))) * normal);\n vec3 cameraToVertex = normalize(cameraPosition - vWorldPosition);\n vViewPosition = cameraToVertex;\n}\n"; export declare const frag = "\n#include \n\nuniform float progress;\nuniform float addOpacity;\nuniform float objSize;\nuniform bool isFadeIn;\nuniform vec3 center;\n\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vNormal;\nvarying vec3 vViewPosition;\n\nvoid main() {\n #include \n\n if (isFadeIn) {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n\n float circleOut = step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleOut * addOpacity;\n \n } else {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n float circleOut = 1.0 - step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = 1.0 - step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleIn * addOpacity;\n }\n}\n";