declare var _default: "uniform float sphericalBend;\nuniform float sphericalFocus;\nuniform float sphericalAspectX;\nuniform float sphericalAspectY;\nuniform float sphericalScaleY;\n\nuniform mat4 viewMatrix;\n\nvec4 getSphericalPosition(vec4 position, inout vec4 stpq) {\n if (sphericalBend > 0.0001) {\n\n vec3 xyz = position.xyz * vec3(sphericalBend, sphericalBend / sphericalAspectY * sphericalScaleY, sphericalAspectX);\n float radius = sphericalFocus + xyz.z;\n float cosine = cos(xyz.y) * radius;\n\n return viewMatrix * vec4(\n sin(xyz.x) * cosine,\n sin(xyz.y) * radius * sphericalAspectY,\n (cos(xyz.x) * cosine - sphericalFocus) / sphericalAspectX,\n 1.0\n );\n }\n else {\n return viewMatrix * vec4(position.xyz, 1.0);\n }\n}"; export default _default;