declare const _default: "#version 300 es\n#define SHADER_NAME map-vertex-shader\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\nin vec3 colors;\nin vec3 pickingColors;\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\nout vec3 worldPos;\nout float property;\nflat out int vertexIndex;\n\nvoid main(void) {\n   geometry.pickingColor = pickingColors;\n   vertexIndex = gl_VertexID;\n\n   vec3 position = positions;\n   position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n   cameraPosition = project.cameraPosition;\n\n   worldPos = position;\n   geometry.worldPosition = position;\n\n   normals_commonspace = normals;\n\n   property = properties;\n\n   position_commonspace = vec4(project_position(position), 0.0);\n   gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n   DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n   vColor = vec4(colors.rgb, layer.opacity);\n   DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
export default _default;
