declare const _default: "#version 300 es\n#define SHADER_NAME screen-grid-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec2 positions;\nin vec2 instancePositions;\nin float instanceWeights;\nin vec3 instancePickingColors;\n\nuniform sampler2D colorRange;\n\nout vec4 vColor;\n\nvec4 interp(float value, vec2 domain, sampler2D range) {\n float r = (value - domain.x) / (domain.y - domain.x);\n return texture(range, vec2(r, 0.5));\n}\n\nvoid main(void) {\n if (isnan(instanceWeights)) {\n gl_Position = vec4(0.);\n return;\n }\n\n vec2 pos = instancePositions * screenGrid.gridSizeClipspace + positions * screenGrid.cellSizeClipspace;\n pos.x = pos.x - 1.0;\n pos.y = 1.0 - pos.y;\n\n gl_Position = vec4(pos, 0., 1.);\n\n vColor = interp(instanceWeights, screenGrid.colorDomain, colorRange);\n vColor.a *= layer.opacity;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"; export default _default; //# sourceMappingURL=screen-grid-layer-vertex.glsl.d.ts.map