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export default "#define SHADER_NAME icon-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float opacity;\nuniform sampler2D iconsTexture;\n\nvarying float vColorMode;\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\n\nconst float MIN_ALPHA = 0.05;\n\nvoid main(void) {\n  vec4 texColor = texture2D(iconsTexture, vTextureCoords);\n\n  // if colorMode == 0, use pixel color from the texture\n  // if colorMode == 1 or rendering picking buffer, use texture as transparency mask\n  vec3 color = mix(texColor.rgb, vColor.rgb, vColorMode);\n  float a = texColor.a * opacity * mix(1.0, vColor.a, vColorMode);\n\n  if (a < MIN_ALPHA) {\n    discard;\n  }\n\n  gl_FragColor = vec4(color, a);\n\n  // use highlight color if this fragment belongs to the selected object.\n  gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n  // use picking color if rendering to picking FBO.\n  gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n";
//# sourceMappingURL=icon-layer-fragment.glsl.js.map