export declare const barVertexShaderSource = "\n precision mediump float;\n\n attribute vec2 a_position;\n attribute vec2 a_center;\n attribute vec2 a_halfSize;\n attribute vec4 a_color;\n attribute vec4 a_cornerRadii;\n\n varying vec4 v_color;\n varying vec2 v_pos;\n varying vec2 v_halfSize;\n varying vec4 v_cornerRadii;\n\n uniform vec2 u_resolution;\n\n void main() {\n vec2 position = a_center + a_position * a_halfSize;\n vec2 clipSpace = (position / u_resolution) * 2.0 - 1.0;\n gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n\n v_color = a_color;\n v_pos = a_position * a_halfSize;\n v_halfSize = a_halfSize;\n v_cornerRadii = a_cornerRadii;\n }\n "; export declare const barFragmentShaderSource = "\n precision mediump float;\n\n varying vec4 v_color;\n varying vec2 v_pos;\n varying vec2 v_halfSize;\n varying vec4 v_cornerRadii;\n\n \n float roundedBoxSDF(vec2 pos, vec2 halfSize, vec4 r) {\n float radius;\n if (pos.x < 0.0) {\n radius = pos.y < 0.0 ? r.x : r.w;\n } else {\n radius = pos.y < 0.0 ? r.y : r.z;\n }\n\n vec2 q = abs(pos) - halfSize + radius;\n return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;\n }\n \n\n void main() {\n float dist = roundedBoxSDF(v_pos, v_halfSize, v_cornerRadii);\n // Anti-alias only outside the SDF (dist >= 0). Starting smoothstep at 0\n // keeps interior pixels at full color instead of fading them.\n float alpha = 1.0 - smoothstep(0.0, 0.5, dist);\n\n gl_FragColor = vec4(v_color.rgb, v_color.a * alpha);\n }\n ";