declare const FRAGMENT_SHADER = "\nvarying vec4 vColor;\n\n#if defined(USE_MAP)\n uniform sampler2D map;\n varying float vAngle;\n#endif\n\nvoid main() {\n gl_FragColor = vColor;\n\n #if defined(USE_MAP)\n float c = cos(vAngle);\n float s = sin(vAngle);\n\n // rotate UV coordinates to rotate texture\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 vec4 rotatedTexture = texture2D(map, rotatedUV);\n gl_FragColor = vColor * rotatedTexture;\n #endif\n}\n"; export { FRAGMENT_SHADER };