export declare const scatterVertexShader = "\n precision highp float;\n precision mediump int;\n\n attribute vec2 a_position;\n attribute highp vec2 a_center;\n attribute float a_size;\n attribute mediump vec4 a_color;\n\n varying mediump vec4 v_color;\n varying mediump vec2 v_offset;\n varying mediump float v_radius;\n\n uniform highp vec2 u_resolution;\n\n void main() {\n float radius = a_size * 0.5;\n vec2 point = a_center + a_position * radius;\n\n vec2 clipSpace = (point / u_resolution) * 2.0 - 1.0;\n gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n\n v_color = a_color;\n v_offset = a_position;\n v_radius = radius;\n }\n"; export declare const scatterFragmentShader = "\n precision mediump float;\n\n varying mediump vec4 v_color;\n varying mediump vec2 v_offset;\n varying mediump float v_radius;\n\n void main() {\n float dist = length(v_offset);\n if (dist > 1.0) {\n discard;\n }\n // Simple antialiased edge: fade the last pixel of the radius.\n float edge = max(0.0, 1.0 - 1.0 / max(v_radius, 1.0));\n float alpha = 1.0 - smoothstep(edge, 1.0, dist);\n gl_FragColor = vec4(v_color.rgb, v_color.a * alpha);\n }\n";