declare const _default: "#define SHADER_NAME flow-circles-layer-vertex-shader\n#define radiusScale 100\n\nattribute vec3 positions;\n\nattribute vec3 instancePositions;\nattribute vec3 instancePositions64Low;\nattribute float instanceRadius;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float opacity;\nvarying vec4 vColor;\nvarying vec2 unitPosition;\nvarying float outerRadiusPixels;\n\nvoid main(void) {\n geometry.worldPosition = instancePositions;\n\n outerRadiusPixels = instanceRadius; \n\n // position on the containing square in [-1, 1] space\n unitPosition = positions.xy;\n geometry.uv = unitPosition;\n geometry.pickingColor = instancePickingColors;\n \n // Find the center of the point and add the current vertex\n vec3 offset = positions * project_pixel_size(outerRadiusPixels);\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset, geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n \n // Apply opacity to instance color, or return instance picking color\n vColor = vec4(instanceColors.rgb / 255., instanceColors.a / 255. * opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=FlowCirclesLayerVertex.glsl.d.ts.map