export declare const fs = "#define SHADER_NAME flow-path-layer-fragment-shader\n\nprecision highp float;\n\nvarying vec4 vColor;\nvarying float segmentIndex;\nvarying float speed;\nvarying float offset;\nvarying float pathLength;\nvarying float tailLength;\n\nvoid main(void) {\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n\n if (speed == 0.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n } else {\n // the portion of the visible segment (0 to 1) , ex: 0.3\n // edge cases: pathLength = 0 or tailLength > pathLength\n float segFragment = 0.0;\n if (pathLength != 0.0) {\n segFragment = tailLength / pathLength;\n }\n if (tailLength > pathLength) {\n segFragment = 1.0;\n }\n float startSegmentIndex = mod(offset, 60.0) / 60.0;\n // the end offset, cap to 1.0 (end of the line)\n float endSegmentIndex = min(startSegmentIndex + segFragment, 1.0);\n if (segmentIndex < startSegmentIndex || segmentIndex > endSegmentIndex) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n } else {\n // fading tail\n float portion = (segmentIndex - startSegmentIndex) / segFragment;\n gl_FragColor[3] = portion;\n }\n }\n}\n"; //# sourceMappingURL=flow-path-layer-fragment.glsl.d.ts.map