declare const _default: "precision highp float;\n\nczm_modelVertexOutput defaultVertexOutput(vec3 positionMC) {\n czm_modelVertexOutput vsOutput;\n vsOutput.positionMC = positionMC;\n vsOutput.pointSize = 1.0;\n return vsOutput;\n}\n\nvoid main()\n{\n // Initialize the attributes struct with all\n // attributes except quantized ones.\n ProcessedAttributes attributes;\n initializeAttributes(attributes);\n\n // Dequantize the quantized ones and add them to the\n // attributes struct.\n #ifdef USE_DEQUANTIZATION\n dequantizationStage(attributes);\n #endif\n\n #ifdef HAS_MORPH_TARGETS\n morphTargetsStage(attributes);\n #endif\n\n #ifdef HAS_SKINNING\n skinningStage(attributes);\n #endif\n\n #ifdef HAS_PRIMITIVE_OUTLINE\n primitiveOutlineStage();\n #endif\n\n // Compute the bitangent according to the formula in the glTF spec.\n // Normal and tangents can be affected by morphing and skinning, so\n // the bitangent should not be computed until their values are finalized.\n #ifdef HAS_BITANGENTS\n attributes.bitangentMC = normalize(cross(attributes.normalMC, attributes.tangentMC) * attributes.tangentSignMC);\n #endif\n\n FeatureIds featureIds;\n featureIdStage(featureIds, attributes);\n\n #ifdef HAS_SELECTED_FEATURE_ID\n SelectedFeature feature;\n selectedFeatureIdStage(feature, featureIds);\n // Handle any show properties that come from the style.\n cpuStylingStage(attributes.positionMC, feature);\n #endif\n\n #if defined(USE_2D_POSITIONS) || defined(USE_2D_INSTANCING)\n // The scene mode 2D pipeline stage and instancing stage add a different\n // model view matrix to accurately project the model to 2D. However, the\n // output positions and normals should be transformed by the 3D matrices\n // to keep the data the same for the fragment shader.\n mat4 modelView = czm_modelView3D;\n mat3 normal = czm_normal3D;\n #else\n // These are used for individual model projection because they will\n // automatically change based on the scene mode.\n mat4 modelView = czm_modelView;\n mat3 normal = czm_normal;\n #endif\n\n // Update the position for this instance in place\n #ifdef HAS_INSTANCING\n\n // The legacy instance stage is used when rendering i3dm models that\n // encode instances transforms in world space, as opposed to glTF models\n // that use EXT_mesh_gpu_instancing, where instance transforms are encoded\n // in object space.\n #ifdef USE_LEGACY_INSTANCING\n mat4 instanceModelView;\n mat3 instanceModelViewInverseTranspose;\n\n legacyInstancingStage(attributes, instanceModelView, instanceModelViewInverseTranspose);\n\n modelView = instanceModelView;\n normal = instanceModelViewInverseTranspose;\n #else\n instancingStage(attributes);\n #endif\n\n #ifdef USE_PICKING\n v_pickColor = a_pickColor;\n #endif\n\n #endif\n\n Metadata metadata;\n MetadataClass metadataClass;\n MetadataStatistics metadataStatistics;\n metadataStage(metadata, metadataClass, metadataStatistics, attributes);\n\n #ifdef HAS_VERTICAL_EXAGGERATION\n verticalExaggerationStage(attributes);\n #endif\n\n #ifdef HAS_CUSTOM_VERTEX_SHADER\n czm_modelVertexOutput vsOutput = defaultVertexOutput(attributes.positionMC);\n customShaderStage(vsOutput, attributes, featureIds, metadata, metadataClass, metadataStatistics);\n #endif\n\n // Compute the final position in each coordinate system needed.\n // This returns the value that will be assigned to gl_Position.\n vec4 positionClip = geometryStage(attributes, modelView, normal);\n\n // This must go after the geometry stage as it needs v_positionWC\n #ifdef HAS_ATMOSPHERE\n atmosphereStage(attributes);\n #endif\n\n #ifdef ENABLE_CLIPPING_POLYGONS\n modelClippingPolygonsStage(attributes);\n #endif\n\n #ifdef HAS_SILHOUETTE\n silhouetteStage(attributes, positionClip);\n #endif\n\n #ifdef HAS_POINT_CLOUD_SHOW_STYLE\n float show = pointCloudShowStylingStage(attributes, metadata);\n #else\n float show = 1.0;\n #endif\n\n #ifdef HAS_POINT_CLOUD_BACK_FACE_CULLING\n show *= pointCloudBackFaceCullingStage();\n #endif\n\n #ifdef HAS_POINT_CLOUD_COLOR_STYLE\n v_pointCloudColor = pointCloudColorStylingStage(attributes, metadata);\n #endif\n\n #ifdef PRIMITIVE_TYPE_POINTS\n #ifdef HAS_CUSTOM_VERTEX_SHADER\n gl_PointSize = vsOutput.pointSize;\n #elif defined(HAS_POINT_CLOUD_POINT_SIZE_STYLE) || defined(HAS_POINT_CLOUD_ATTENUATION)\n gl_PointSize = pointCloudPointSizeStylingStage(attributes, metadata);\n #else\n gl_PointSize = 1.0;\n #endif\n \n gl_PointSize *= show;\n #endif\n\n #ifdef HAS_GAUSSIAN_SPLATS\n gaussianSplatStage(attributes, positionClip);\n #endif\n\n // Important NOT to compute gl_Position = show * positionClip or we hit:\n // https://github.com/CesiumGS/cesium/issues/11270\n //\n // We will discard points with v_pointCloudShow == 0 in the fragment shader.\n gl_Position = positionClip;\n\n #ifdef HAS_POINT_CLOUD_SHOW_STYLE\n v_pointCloudShow = show;\n #endif\n}\n"; export default _default;