declare const _default: "\nuniform vec4 color;\nuniform float dashLength;\nuniform float dashPower;\nuniform float centerPower;\nuniform float dashPattern;\nuniform float maskLength;\nuniform float globalAlpha;\n\nin float v_polylineAngle;\n\nmat2 rotateMars3D(float rad) {\n float c = cos(rad);\n float s = sin(rad);\n return mat2(c, s, -s, c);\n}\n\nczm_material czm_getMaterial(czm_materialInput materialInput) {\n czm_material material = czm_getDefaultMaterial(materialInput);\n\n vec2 pos = rotateMars3D(v_polylineAngle) * gl_FragCoord.xy;\n vec2 st = materialInput.st;\n\n float centerGlowMars3D = dashPower / abs(st.t - 0.5) - (dashPower / 0.5) - 1.0;\n float dashPositionMars3D = fract(pos.x / (dashLength * czm_pixelRatio));\n dashPositionMars3D = abs((dashPositionMars3D - 0.5) * 2.0);\n\n // \u7ED8\u5236\u865A\u7EBF\n if (centerGlowMars3D > 0.0) {\n float maskIndex = floor(dashPositionMars3D * maskLength);\n float maskTest = floor(dashPattern / pow(2.0, maskIndex));\n if ((mod(maskTest, 2.0) < 1.0)) {\n discard;\n }\n\n material.emission = color.rgb;\n material.alpha = color.a * globalAlpha;\n return material;\n }\n\n // \u7EF7\u7ED8\u4E2D\u5FC3\u7EBF\n if (dashPositionMars3D < centerPower) {\n material.emission = color.rgb;\n material.alpha = color.a * globalAlpha;\n return material;\n }\n\n discard;\n}\n"; export default _default; //# sourceMappingURL=VcLineCrossMaterial.d.ts.map