declare const _default: "\nuniform vec4 color;\nuniform float speed;\nuniform float globalAlpha;\n\n#define PI 3.14159265359\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nczm_material czm_getMaterial(czm_materialInput materialInput) {\n czm_material material = czm_getDefaultMaterial(materialInput);\n vec2 st = materialInput.st;\n vec2 pos = st - vec2(0.5);\n float time = czm_frameNumber * speed / 1000.0;\n float r = length(pos);\n float t = atan(pos.y, pos.x) - time * 2.5;\n float a = (atan(sin(t), cos(t)) + PI) / (2.0 * PI);\n float ta = 0.5;\n float v = smoothstep(ta - 0.05, ta + 0.05, a) * smoothstep(ta + 0.05, ta - 0.05, a);\n vec3 colorMars3D = color.rgb * v;\n float blink = pow(sin(time * 1.5) * 0.5 + 0.5, 0.8);\n colorMars3D = color.rgb * pow(a, 8.0 * (0.2 + blink)) * (sin(r * 500.0) * 0.5 + 0.5);\n colorMars3D = colorMars3D * pow(r, 0.4);\n material.alpha = length(colorMars3D) * 1.3 * color.a * globalAlpha;\n material.diffuse = colorMars3D * 3.0;\n return material;\n}\n"; export default _default; //# sourceMappingURL=VcRadarWaveMaterial.d.ts.map