declare const _default: "\nstruct Attributes {\n @builtin(instance_index) instanceIndex: u32,\n @location(0) positions: vec2,\n @location(1) instancePositions: vec2,\n @location(2) instanceWeights: f32,\n};\n\nstruct Varyings {\n @builtin(position) position: vec4,\n @location(0) color: vec4,\n @location(1) pickingColor: vec3,\n};\n\nfn sampleColorRange(value: f32, domain: vec2) -> vec4 {\n let ratio = (value - domain.x) / (domain.y - domain.x);\n return textureSampleLevel(colorRange, colorRangeSampler, vec2(ratio, 0.5), 0.0);\n}\n\n@vertex\nfn vertexMain(attributes: Attributes) -> Varyings {\n var output: Varyings;\n output.pickingColor = picking_getPickingColorFromIndex(attributes.instanceIndex);\n\n if (attributes.instanceWeights != attributes.instanceWeights) {\n output.position = vec4(0.0);\n output.color = vec4(0.0);\n return output;\n }\n\n var position =\n attributes.instancePositions * screenGrid.gridSizeClipspace +\n attributes.positions * screenGrid.cellSizeClipspace;\n position.x -= 1.0;\n position.y = 1.0 - position.y;\n\n output.position = vec4(position, 0.0, 1.0);\n let colorValue = sampleColorRange(attributes.instanceWeights, screenGrid.colorDomain);\n output.color = vec4(colorValue.rgb, colorValue.a * layer.opacity);\n return output;\n}\n\n@fragment\nfn fragmentMain(varyings: Varyings) -> @location(0) vec4 {\n if (picking.isActive > 0.5) {\n if (!picking_isColorValid(varyings.pickingColor)) {\n discard;\n }\n return vec4(varyings.pickingColor, 1.0);\n }\n\n var color = varyings.color;\n if (picking.isHighlightActive > 0.5) {\n let highlightedObjectColor = picking_normalizeColor(picking.highlightedObjectColor);\n if (picking_isColorZero(abs(varyings.pickingColor - highlightedObjectColor))) {\n let highLightAlpha = picking.highlightColor.a;\n let blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);\n if (blendedAlpha > 0.0) {\n let highLightRatio = highLightAlpha / blendedAlpha;\n color = vec4(\n mix(color.rgb, picking.highlightColor.rgb, highLightRatio),\n blendedAlpha\n );\n } else {\n color = vec4(color.rgb, 0.0);\n }\n }\n }\n\n return deckgl_premultiplied_alpha(color);\n}\n"; export default _default; //# sourceMappingURL=screen-grid-cell-layer.wgsl.d.ts.map