declare const _default: "\nuniform vec4 color;\nuniform vec4 bgColor;\nuniform float speed;\nuniform float startTime;\nuniform float bidirectional;\nuniform float globalAlpha;\n\nczm_material czm_getMaterial(czm_materialInput materialInput) {\n czm_material material = czm_getDefaultMaterial(materialInput);\n vec2 st = materialInput.st;\n float t = fract(startTime + czm_frameNumber * speed / 1000.0);\n\n t *= 1.03;\n float alpha0 = smoothstep(t - 0.03, t, st.s) * step(st.s, t);\n float mt = 1. - t;\n float alphaVC = smoothstep(mt + 0.03, mt, st.s) * step(mt, st.s);\n\n float a0 = step(abs(bidirectional - 0.0) - 0.001, 0.);\n float a1 = step(abs(bidirectional - 1.0) - 0.001, 0.);\n float db = step(abs(bidirectional - 2.0) - 0.001, 0.);\n float alpha = alpha0 * (a0 + db) + alphaVC * (a1 + db);\n alpha = clamp(alpha, 0., 1.);\n\n material.diffuse = color.rgb * alpha + bgColor.rgb * (1. - alpha);\n material.alpha = (color.a * alpha + bgColor.a * (1. - alpha)) * globalAlpha;\n\n // if (useImageAndRepeat.x != 0.) {\n // float repeat = useImageAndRepeat.y;\n // vec4 vcImageColor = texture(image, fract(vec2(fract((st.s-t)*repeat), st.t)));\n // material.diffuse = vcImageColor.rgb;\n // material.alpha = vcImageColor.a;\n // }\n\n return material;\n}\n"; export default _default; //# sourceMappingURL=VcODLineMaterial.d.ts.map