declare const _default: "#version 300 es\n#define SHADER_NAME texture-vertex-shader\n\n// Primitive attributes\nin vec3 positions;\nin vec3 normals;\nin vec2 texCoords;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\n\nout vec4 vPosition;\nout vec3 vNormal;\nout vec2 vTexCoords;\nout vec4 vColor;\n \nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) {\n   geometry.pickingColor = pickingColor;\n\n   cameraPosition = project.cameraPosition;\n\n   // apply Z increasing downwards transformation if needed\n   vec3 position = positions;\n   position[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;\n   vec3 normal = normals;\n   normal[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;\n\n   vTexCoords = texCoords;\n   \n   // convert from projection system to cartesian common space\n   vPosition = vec4(project_position(position), 0.0);\n   // should the normal be projected: project_normal(normal) ?\n   vNormal = normal;\n   gl_Position = project_common_position_to_clipspace(vPosition);\n\n   DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n   vColor = vec4(triangles.uColor.rgb, triangles.uColor.a * layer.opacity);\n   DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
export default _default;
