declare const _default: "\n    vec4 textureColor = getTextureColorByTileObjectId(uStateTexture, uTextureWidth, uTextureHeight, vTileObjectId);\n    // if (uHoverId == tileObjectId) {\n    //     gl_FragColor = uHoverColor;\n    // }\n    // if(uIsIsolating) {\n    //     // hide others\n    //     if (!isIsolated(textureColor)) {\n    //         // transparent others\n    //         if (uTransparentOthersForIsolation) {\n    //             gl_FragColor = vec4(0.9, 0.9, 0.9, 0.3);\n    //         } else {\n    //             // hide others when isolating.\n    //             discard;\n    //         }\n    //     }\n    // } else {\n        // TODO: Status priority and mutual exclusion\n        if (isHidden(textureColor)) {\n            discard;\n        }\n        // If entity is transparent just discard, draw in transparent material\n        if (isTransparent(textureColor)) {\n            discard;\n        }\n        if (isHighlighted(textureColor)) {\n            discard;\n        }\n        // Hover tint runs after lighting in <state_hover_fragment>.\n        // if (isHovered(textureColor)) {\n        //     gl_FragColor = getHoveredColor(diffuseColor);\n        //     return;\n        // }\n        // TODO:custom color\n        // if (isOverride(textureColor)) {\n        //     gl_FragColor = vec4(0.5, 0.5, 0.5, 0.8);\n        // }\n    // }\n";
export default _default;
