declare const _default: "\n    vec4 textureColor = getTextureColorByTileObjectId(uStateTexture, uTextureWidth, uTextureHeight, vTileObjectId);\n    // State priority (high to low):\n    // - Transparent-pass hidden (B): cull non-transparent fragments on cloned mesh\n    // - Hidden (R): per-object / tileset hide\n    // - Transparent\n    // - Highlighted: A transparent object should not highlighted in the same time!\n    // - Hovered\n    if (isTransparentHidden(textureColor)) {\n        discard;\n    } else if (isHidden(textureColor)) {\n        discard;\n    } else if (isTransparent(textureColor)) {\n        lowp float opacity = getOpacity(textureColor);\n        diffuseColor.a *= opacity;\n        gl_FragColor = diffuseColor;\n        return;\n    } else if (isHighlighted(textureColor)) {\n        gl_FragColor = HIGHLIGHT_COLOR;\n        return;\n    }\n";
export default _default;
