export declare const MAIN_VERTEX_SHADER_WEBGL2 = "#version 300 es\n in vec2 a_position;\n in vec4 a_color;\n\n uniform mat3 u_matrix;\n\n out vec4 v_color;\n\n void main() {\n vec3 position = u_matrix * vec3(a_position, 1.0);\n gl_Position = vec4(position.xy, 0.0, 1.0);\n v_color = a_color;\n }\n"; export declare const MAIN_VERTEX_SHADER_WEBGL1 = "\n attribute vec2 a_position;\n attribute vec4 a_color;\n\n uniform mat3 u_matrix;\n\n varying vec4 v_color;\n\n void main() {\n vec3 position = u_matrix * vec3(a_position, 1.0);\n gl_Position = vec4(position.xy, 0.0, 1.0);\n v_color = a_color;\n }\n"; export declare const MAIN_FRAGMENT_SHADER_WEBGL2 = "#version 300 es\n precision mediump float;\n\n in vec4 v_color;\n out vec4 fragColor;\n\n void main() {\n fragColor = v_color;\n }\n"; export declare const MAIN_FRAGMENT_SHADER_WEBGL1 = "\n precision mediump float;\n\n varying vec4 v_color;\n\n void main() {\n gl_FragColor = v_color;\n }\n"; export declare const TEXT_VERTEX_SHADER_WEBGL2 = "#version 300 es\n in vec2 a_position;\n in vec2 a_texCoord;\n in vec4 a_color;\n\n uniform mat3 u_matrix;\n\n out vec2 v_texCoord;\n out vec4 v_color;\n\n void main() {\n vec3 position = u_matrix * vec3(a_position, 1.0);\n gl_Position = vec4(position.xy, 0.0, 1.0);\n v_texCoord = a_texCoord;\n v_color = a_color;\n }\n"; export declare const TEXT_VERTEX_SHADER_WEBGL1 = "\n attribute vec2 a_position;\n attribute vec2 a_texCoord;\n attribute vec4 a_color;\n\n uniform mat3 u_matrix;\n\n varying vec2 v_texCoord;\n varying vec4 v_color;\n\n void main() {\n vec3 position = u_matrix * vec3(a_position, 1.0);\n gl_Position = vec4(position.xy, 0.0, 1.0);\n v_texCoord = a_texCoord;\n v_color = a_color;\n }\n"; export declare const TEXT_FRAGMENT_SHADER_WEBGL2 = "#version 300 es\n precision highp float;\n\n in vec2 v_texCoord;\n in vec4 v_color;\n\n uniform sampler2D u_texture;\n\n out vec4 fragColor;\n\n void main() {\n vec4 texColor = texture(u_texture, v_texCoord);\n // Apply alpha test for crisper edges\n if (texColor.a < 0.5) discard;\n fragColor = texColor * v_color;\n }\n"; export declare const TEXT_FRAGMENT_SHADER_WEBGL1 = "\n precision highp float;\n\n varying vec2 v_texCoord;\n varying vec4 v_color;\n\n uniform sampler2D u_texture;\n\n void main() {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n // Apply alpha test for crisper edges\n if (texColor.a < 0.5) discard;\n gl_FragColor = texColor * v_color;\n }\n"; export declare function getMainShaders(isWebGL2: boolean): { vertex: string; fragment: string; }; export declare function getTextShaders(isWebGL2: boolean): { vertex: string; fragment: string; }; //# sourceMappingURL=shaders.d.ts.map