declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\nout vec4 vColor;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n   vertexIndex = gl_VertexID;\n   cameraPosition = project.cameraPosition;   \n   geometry.pickingColor = pickingColor;\n\n   normal = normals;\n   vec3 position = positions;\n\n   float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n   position.z *= zSign;\n   normal.z   *= zSign;\n\n   switch(int(grid.coloringMode)) {\n      case 2:\n         property = position.x;\n         break;\n      case 3:\n         property = position.y;\n         break;\n      case 4:\n         property = position.z;\n         break;\n      // case 0 or default should never be used\n      default:\n         property = position.z;\n         break;\n   }\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(0.0, 0.0, 0.0, layer.opacity);\n   DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
export default _default;
