declare const _default: "\nuniform vec4 color;\nuniform float dashLength;\nuniform float dashPattern;\n\nuniform vec4 sidesColor;\nuniform float sidesDashLength;\nuniform float globalAlpha;\n\nin float v_polylineAngle;\n\nconst float maskLength = 16.0;\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 centerGlow = widthRatio / abs(st.t - 0.5) - (widthRatio / 0.5) - 1.0;\n if (centerGlow > 0.0) {\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 if ((mod(maskTest, 2.0) < 1.0)) {\n discard;\n }\n\n material.emission = color.rgb;\n material.alpha = color.a;\n return material;\n }\n\n float sidesGlow = (1.0 - sidesWidthRatio) / abs(st.t - 0.5) - ((1.0 - sidesWidthRatio) / 0.5) - 1.0;\n if (sidesGlow < 0.0) {\n float dashPosition = fract(pos.x / (sidesDashLength * czm_pixelRatio));\n float maskIndex = floor(dashPosition * 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 = sidesColor.rgb;\n material.alpha = sidesColor.a * globalAlpha;\n return material;\n }\n\n discard;\n}\n"; export default _default; //# sourceMappingURL=VcLineThreeDashMaterial.d.ts.map