declare var _default: "uniform float styleZBias;\nuniform float styleZIndex;\n\nvoid setPosition(vec3 position) {\n\n #ifdef PROJECT_ORTHOGONAL\n // Orthogonal projection with depth preservation around z = 1\n vec4 pos = projectionMatrix * vec4(position, 1.0);\n pos.xy *= -position.z;\n #else\n // Normal perspective projection\n vec4 pos = projectionMatrix * vec4(position, 1.0);\n #endif\n\n // Apply relative Z bias\n float bias = (1.0 - styleZBias / 32768.0);\n pos.z *= bias;\n\n // Apply large scale Z index changes\n if (styleZIndex > 0.0) {\n float z = pos.z / pos.w;\n pos.z = ((z + 1.0) / (styleZIndex + 1.0) - 1.0) * pos.w;\n }\n\n gl_Position = pos;\n}"; export default _default;