declare const _default: "#version 300 es\n#define SHADER_NAME heatp-map-layer-vertex-shader\n\nuniform sampler2D maxTexture;\n\nin vec3 positions;\nin vec2 texCoords;\n\nout vec2 vTexCoords;\nout float vIntensityMin;\nout float vIntensityMax;\n\nvoid main(void) {\n gl_Position = project_position_to_clipspace(positions, vec3(0.0), vec3(0.0));\n vTexCoords = texCoords;\n vec4 maxTexture = texture(maxTexture, vec2(0.5));\n float maxValue = triangle.aggregationMode < 0.5 ? maxTexture.r : maxTexture.g;\n float minValue = maxValue * triangle.threshold;\n if (triangle.colorDomain[1] > 0.) {\n // if user specified custom domain use it.\n maxValue = triangle.colorDomain[1];\n minValue = triangle.colorDomain[0];\n }\n vIntensityMax = triangle.intensity / maxValue;\n vIntensityMin = triangle.intensity / minValue;\n}\n"; export default _default; //# sourceMappingURL=triangle-layer-vertex.glsl.d.ts.map