import { AttributesType } from "xbsj-xe2/dist-node/xe2-base-cesium"; import { BoundingVolumeJsonType, CzmCustomPrimitiveUniformMapType } from "./types"; export declare const defaultVertexShaderSource = "in vec3 position;\nin vec3 normal;\nin vec2 st;\nout vec3 v_normalEC;\nout vec2 v_st;\nvoid main()\n{\n // \u5982\u679C\u8FD9\u4E00\u53E5\u6CE8\u91CA\uFF0C\u8981\u76F8\u5E94\u5730\u6CE8\u91CA\u6389attribute\u4E2D\u7684normal\uFF0C\u4E5F\u5C31\u662F\u8BF4\u9876\u70B9\u5C5E\u6027\u8981\u548Cshader\u4E2D\u7684\u4E00\u4E00\u5339\u914D\uFF01\n v_normalEC = czm_normal * normal; \n v_st = st;\n gl_Position = czm_modelViewProjection * vec4(position, 1.0);\n}\n"; export declare const defaultFragmentShaderSource = "in vec2 v_st;\nuniform sampler2D u_image;\nuniform vec4 u_color;\nvoid main()\n{\n vec4 imageColor = texture(u_image, v_st);\n out_FragColor = imageColor * u_color;\n}\n"; export declare const defaultBoundingVolume: BoundingVolumeJsonType; export declare const defaultRenderState: { depthTest: { enabled: boolean; }; cull: { enabled: boolean; face: number; }; depthMask: boolean; blending: { enabled: boolean; equationRgb: number; equationAlpha: number; functionSourceRgb: number; functionSourceAlpha: number; functionDestinationRgb: number; functionDestinationAlpha: number; }; }; export declare const defaultUniformMap: CzmCustomPrimitiveUniformMapType; export declare const defaultAttribute: AttributesType; export declare const defaultIndexTypedArray: Uint16Array; export declare const defaultDsAttribute: AttributesType; export declare const defaultDsIndexTypedArray: Uint16Array;