declare var _default: "uniform float polarBend;\nuniform float polarFocus;\nuniform float polarAspect;\nuniform float polarHelix;\n\nuniform mat4 viewMatrix;\n\nvec4 getPolarPosition(vec4 position, inout vec4 stpq) {\n if (polarBend > 0.0) {\n\n if (polarBend < 0.001) {\n // Factor out large addition/subtraction of polarFocus\n // to avoid numerical error\n // sin(x) ~ x\n // cos(x) ~ 1 - x * x / 2\n vec2 pb = position.xy * polarBend;\n float ppbbx = pb.x * pb.x;\n return viewMatrix * vec4(\n position.x * (1.0 - polarBend + (pb.y * polarAspect)),\n position.y * (1.0 - .5 * ppbbx) - (.5 * ppbbx) * polarFocus / polarAspect,\n position.z + position.x * polarHelix * polarBend,\n 1.0\n );\n }\n else {\n vec2 xy = position.xy * vec2(polarBend, polarAspect);\n float radius = polarFocus + xy.y;\n return viewMatrix * vec4(\n sin(xy.x) * radius,\n (cos(xy.x) * radius - polarFocus) / polarAspect,\n position.z + position.x * polarHelix * polarBend,\n 1.0\n );\n }\n }\n else {\n return viewMatrix * vec4(position.xyz, 1.0);\n }\n}"; export default _default;