declare const _default: "\nprecision highp float;\nprecision highp int;\n\n#define pi 3.1415926535\n#define PI2RAD 0.01745329252\n#define TWO_PI (2. * PI)\n\nuniform vec4 vccolor;\nuniform float speed;\nuniform float globalAlpha;\n\nfloat time;\nfloat rands(float p) {\n return fract(sin(p) * 10000.0);\n}\nfloat noise(vec2 p) {\n float t = time / 20000.0;\n if(t > 1.0)\n t -= floor(t);\n return rands(p.x * 14. + p.y * sin(t) * 0.5);\n}\nvec2 sw(vec2 p) {\n return vec2(floor(p.x), floor(p.y));\n}\nvec2 se(vec2 p) {\n return vec2(ceil(p.x), floor(p.y));\n}\nvec2 nw(vec2 p) {\n return vec2(floor(p.x), ceil(p.y));\n}\nvec2 ne(vec2 p) {\n return vec2(ceil(p.x), ceil(p.y));\n}\nfloat smoothNoise(vec2 p) {\n vec2 inter = smoothstep(0.0, 1.0, fract(p));\n float s = mix(noise(sw(p)), noise(se(p)), inter.x);\n float n = mix(noise(nw(p)), noise(ne(p)), inter.x);\n return mix(s, n, inter.y);\n}\nfloat fbmVC(vec2 p) {\n float z = 2.0;\n float rz = 0.0;\n vec2 bp = p;\n for(float i = 1.0; i < 6.0; i++) {\n rz += abs((smoothNoise(p) - 0.5) * 2.0) / z;\n z *= 2.0;\n p *= 2.0;\n }\n return rz;\n}\nczm_material czm_getMaterial(czm_materialInput materialInput) {\n czm_material material = czm_getDefaultMaterial(materialInput);\n vec2 vUv = materialInput.st;\n time = czm_frameNumber * speed / 100.0;\n\n vec2 uv = vUv;\n vec2 uv2 = vUv;\n uv *= 4.0;\n float rz = fbmVC(uv);\n uv /= exp(mod(time * 2.0, pi));\n rz *= pow(15.0, 1.0);\n vec4 vccolor = mix(vec4(color.rgb, 1.0) / rz, vec4(color.rgb, 0.1), 0.5);\n if(uv2.x < 0.05) {\n vccolor = mix(vec4(color.rgb, 0.1), vccolor, uv2.x / 0.05);\n }\n if(uv2.x > 0.95) {\n vccolor = mix(vccolor, vec4(color.rgb, 0.1), (uv2.x - 0.95) / 0.05);\n }\n\n material.alpha = vccolor.a * 2.0 * globalAlpha;\n material.diffuse = max(vccolor.rgb + vccolor.rgb * material.alpha, vccolor.rgb);\n\n return material;\n}\n"; export default _default; //# sourceMappingURL=VcEllipsoidElectricMaterial.d.ts.map