// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default 'uniform vec2 u_texsize;uniform float u_fade;\n#ifdef GLOBE\nvarying vec3 v_sphere_pos;uniform vec3 u_camera_pos_globe;\n#endif\nuniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\n#pragma mapbox: define lowp vec4 pattern_from\n#pragma mapbox: define lowp vec4 pattern_to\n#pragma mapbox: define lowp float pixel_ratio_from\n#pragma mapbox: define lowp float pixel_ratio_to\nvoid main() {\n#pragma mapbox: initialize lowp float base\n#pragma mapbox: initialize lowp float height\n#pragma mapbox: initialize mediump vec4 pattern_from\n#pragma mapbox: initialize mediump vec4 pattern_to\n#pragma mapbox: initialize lowp float pixel_ratio_from\n#pragma mapbox: initialize lowp float pixel_ratio_to\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);vec4 mixedColor=mix(color1,color2,u_fade);gl_FragColor=mixedColor*v_lighting;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n#ifdef GLOBE\nvec3 toPlanetCenter=-v_sphere_pos;vec3 toCameraNormalized=normalize(u_camera_pos_globe-v_sphere_pos);float t=dot(toPlanetCenter,toCameraNormalized);vec3 nearest=v_sphere_pos+toCameraNormalized*max(t,0.0);float distance_to_planet_center_squared=dot(nearest,nearest);if (distance_to_planet_center_squared < u_projection_transition) {discard;}\n#endif\n}';
