declare const FRAGMENT_SHADER = "\nvarying vec4 vColor;\nvarying float vAngle;\n\n#if defined(USE_MAP)\n uniform sampler2D map;\n#endif\n\nvoid main() {\n // \u5982\u679C\u7C92\u5B50\u900F\u660E\u5EA6\u4E3A0\uFF0C\u76F4\u63A5\u4E22\u5F03\n if (vColor.a <= 0.0) {\n discard;\n }\n \n gl_FragColor = vColor;\n\n #if defined(USE_MAP)\n float c = cos(vAngle);\n float s = sin(vAngle);\n\n // \u65CB\u8F6CUV\u5750\u6807\u4EE5\u65CB\u8F6C\u7EB9\u7406\n vec2 rotatedUV = vec2(\n c * (gl_PointCoord.x - 0.5) + s * (gl_PointCoord.y - 0.5) + 0.5,\n c * (gl_PointCoord.y - 0.5) - s * (gl_PointCoord.x - 0.5) + 0.5\n );\n \n vec4 textureColor = texture2D(map, rotatedUV);\n gl_FragColor = vColor * textureColor;\n #endif\n}\n"; export { FRAGMENT_SHADER };