declare const _default: "#define SHADER_NAME animated-flow-lines-layer-vertex-shader\n#define SPEED 0.015\n#define NUM_PARTS 5.0\n\nattribute vec3 positions;\nattribute vec3 instanceSourcePositions;\nattribute vec3 instanceTargetPositions;\nattribute vec3 instanceSourcePositions64Low;\nattribute vec3 instanceTargetPositions64Low;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nattribute float instanceWidths;\nattribute float instancePickable;\nattribute float instanceStaggering;\n\nuniform float opacity;\nuniform float currentTime;\nuniform float thicknessUnit;\n \nvarying vec4 vColor;\nvarying float sourceToTarget;\nvarying vec2 uv;\n\n// offset vector by strokeWidth pixels\n// offset_direction is -1 (left) or 1 (right)\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction, float width) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n return dir_screenspace * offset_direction * width / 2.0;\n}\n\nvoid main(void) {\n geometry.worldPosition = instanceSourcePositions;\n geometry.worldPositionAlt = instanceTargetPositions;\n\n // Position\n vec4 source_commonspace;\n vec4 target_commonspace;\n vec4 source = project_position_to_clipspace(instanceSourcePositions, instanceSourcePositions64Low, vec3(0.), source_commonspace);\n vec4 target = project_position_to_clipspace(instanceTargetPositions, instanceTargetPositions64Low, vec3(0.), target_commonspace);\n\n float widthPixels = instanceWidths * thicknessUnit;\n \n \n // linear interpolation of source & target to pick right coord\n float segmentIndex = positions.x;\n vec4 p = mix(source, target, segmentIndex);\n geometry.position = mix(source_commonspace, target_commonspace, segmentIndex);\n uv = positions.xy;\n geometry.uv = uv;\n if (instancePickable > 0.5) {\n geometry.pickingColor = instancePickingColors;\n }\n \n // extrude\n vec3 offset = vec3(\n getExtrusionOffset(target.xy - source.xy, positions.y, widthPixels),\n 0.0);\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position = p + vec4(project_pixel_size_to_clipspace(offset.xy), 0.0, 0.0);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n // Color\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n DECKGL_FILTER_COLOR(vColor, geometry);\n\n sourceToTarget = positions.x * length(source - target) * NUM_PARTS - currentTime * SPEED + instanceStaggering; \n}\n"; export default _default; //# sourceMappingURL=AnimatedFlowLinesLayerVertex.glsl.d.ts.map