export declare const ver_pre = "\nvarying highp vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewDirection;\n"; export declare const ver = "\n#include \n\nvec4 worldPosition1 = modelMatrix * vec4(position, 1.0);\nvWorldPosition = worldPosition1.xyz;\n // \u8BA1\u7B97\u89C6\u7EBF\u65B9\u5411\uFF08\u4ECE\u9876\u70B9\u6307\u5411\u76F8\u673A\uFF09\nvViewDirection = normalize(cameraPosition - worldPosition1.xyz);\n"; export declare const frag_pre = "\nvarying highp vec2 vUv;\nvarying vec3 vWorldPosition;\nuniform float progress;\nuniform float objSize;\nuniform bool isFadeIn;\nuniform vec3 center;\n"; export declare const frag = "\n#include \nvec3 myWorldPosition = vWorldPosition / objSize;\n\nif (progress == 0.0) {\n diffuseColor.w = 0.0;\n} else if (progress == 1.0) {\n \n} else{\nif (isFadeIn) {\n float circle1 = step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circle2 = step(distance(center / objSize, myWorldPosition), progress);\n\n diffuseColor.xyz += vec3(circle2 - circle1) * 3.;\n diffuseColor.w *= circle2;\n} else {\n float circle = step(distance(center / objSize, myWorldPosition), progress);\n diffuseColor.w *= step(circle, 0.);\n}\n}\n\n"; declare const RealFadeObjS: { ver_pre: string; ver: string; frag_pre: string; frag: string; }; export default RealFadeObjS;