declare const _default: "\nuniform vec4 color;\nuniform vec4 gapColor;\nuniform float dashLength;\nuniform float dashPattern;\nin float v_polylineAngle;\n\nconst float maskLength = 16.0;\n\nmat2 rotate(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 = rotate(v_polylineAngle) * gl_FragCoord.xy;\n\n float dashPosition = fract(pos.x / (dashLength * czm_pixelRatio));\n float maskIndex = floor(dashPosition * maskLength);\n float maskTest = floor(dashPattern / pow(2.0, maskIndex));\n\n vec4 colorMars3D = (mod(maskTest, 2.0) < 1.0) ? gapColor : color;\n if (colorMars3D.a < 0.005) {\n float dashPosition2 = fract(pos.x / (dashLength * 0.25 * czm_pixelRatio));\n float maskIndex2 = floor(dashPosition2 * maskLength);\n float maskTest2 = floor(dashPattern / pow(2.0, maskIndex2));\n colorMars3D = (mod(maskTest2, 2.0) < 1.0) ? gapColor : color;\n if (colorMars3D.a < 0.005) {\n discard;\n }\n }\n\n colorMars3D = czm_gammaCorrect(colorMars3D);\n material.emission = colorMars3D.rgb;\n material.alpha = colorMars3D.a;\n return material;\n}\n"; export default _default; //# sourceMappingURL=VcLineDotDashMaterial.d.ts.map