export declare const CORE_UPLINK_VERTEX_SHADER = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = vec4(position, 1.0);\n}\n"; export declare const CORE_UPLINK_FRAGMENT_SHADER = "\nuniform float uTime;\nuniform vec2 uResolution;\nuniform vec2 uMouse;\nuniform float uGridScale;\nuniform float uMouseAmount;\nuniform float uPulseSpeed;\nuniform float uRadius;\nuniform float uOpacity;\nvarying vec2 vUv;\nvoid main() {\n vec2 uv = gl_FragCoord.xy / uResolution.xy;\n float aspect = uResolution.x / uResolution.y;\n uv.x *= aspect;\n uv += uMouse * uMouseAmount;\n vec2 grid = fract(uv * uGridScale);\n vec2 id = floor(uv * uGridScale);\n float dist = length(grid - vec2(0.5));\n float pulse = sin(uTime * uPulseSpeed + id.x * 0.05 + id.y * 0.05) * 0.5 + 0.5;\n float radius = 0.08 + pulse * uRadius;\n float alpha = smoothstep(radius, radius - 0.05, dist);\n vec2 center = vec2(0.5 * aspect, 0.5);\n float depthFade = smoothstep(1.2, 0.1, length(uv - center));\n vec3 color = vec3(0.0, 0.9, 1.0) * pulse;\n gl_FragColor = vec4(color, alpha * depthFade * uOpacity);\n}\n"; //# sourceMappingURL=dotMatrixShaders.d.ts.map