// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default '#define GLOBE_RADIUS 6371008.8\nuniform highp vec4 u_projection_tile_mercator_coords;uniform highp vec4 u_projection_clipping_plane;uniform highp float u_projection_transition;uniform mat4 u_projection_fallback_matrix;vec3 globeRotateVector(vec3 vec,vec2 angles) {vec3 axisRight=vec3(vec.z,0.0,-vec.x);vec3 axisUp=cross(axisRight,vec);axisRight=normalize(axisRight);axisUp=normalize(axisUp);vec2 t=tan(angles);return normalize(vec+axisRight*t.x+axisUp*t.y);}mat3 globeGetRotationMatrix(vec3 spherePos) {vec3 axisRight=vec3(spherePos.z,0.0,-spherePos.x);vec3 axisDown=cross(axisRight,spherePos);axisRight=normalize(axisRight);axisDown=normalize(axisDown);return mat3(axisRight,axisDown,spherePos\n);}float circumferenceRatioAtTileY(float tileY) {float mercator_pos_y=u_projection_tile_mercator_coords.y+u_projection_tile_mercator_coords.w*tileY;float spherical_y=2.0*atan(exp(PI-(mercator_pos_y*PI*2.0)))-PI*0.5;return cos(spherical_y);}float projectLineThickness(float tileY) {float thickness=1.0/circumferenceRatioAtTileY(tileY); \nif (u_projection_transition < 0.999) {return mix(1.0,thickness,u_projection_transition);} else {return thickness;}}vec3 projectToSphere(vec2 posInTile) {vec2 mercator_pos=u_projection_tile_mercator_coords.xy+u_projection_tile_mercator_coords.zw*posInTile;vec2 spherical;spherical.x=mercator_pos.x*PI*2.0+PI;spherical.y=2.0*atan(exp(PI-(mercator_pos.y*PI*2.0)))-PI*0.5;float len=cos(spherical.y);vec3 pos=vec3(sin(spherical.x)*len,sin(spherical.y),cos(spherical.x)*len\n);if (posInTile.y <-32767.5) {pos=vec3(0.0,1.0,0.0);}if (posInTile.y > 32766.5) {pos=vec3(0.0,-1.0,0.0);}return pos;}float globeComputeClippingZ(vec3 spherePos) {return (1.0-(dot(spherePos,u_projection_clipping_plane.xyz)+u_projection_clipping_plane.w));}vec4 interpolateProjection(vec2 posInTile,vec3 spherePos,float elevation) {vec3 elevatedPos=spherePos*(1.0+elevation/GLOBE_RADIUS);vec4 globePosition=u_projection_matrix*vec4(elevatedPos,1.0);globePosition.z=globeComputeClippingZ(elevatedPos)*globePosition.w;if (u_projection_transition < 0.999) {vec4 flatPosition=u_projection_fallback_matrix*vec4(posInTile,elevation,1.0);const float z_globeness_threshold=0.2;vec4 result=globePosition;result.z=mix(0.0,globePosition.z,clamp((u_projection_transition-z_globeness_threshold)/(1.0-z_globeness_threshold),0.0,1.0));result.xyw=mix(flatPosition.xyw,globePosition.xyw,u_projection_transition);if ((posInTile.y <-32767.5) || (posInTile.y > 32766.5)) {result=globePosition;const float poles_hidden_anim_percentage=0.02;result.z=mix(globePosition.z,100.0,pow(max((1.0-u_projection_transition)/poles_hidden_anim_percentage,0.0),8.0));}return result;}return globePosition;}vec4 interpolateProjectionFor3D(vec2 posInTile,vec3 spherePos,float elevation) {vec3 elevatedPos=spherePos*(1.0+elevation/GLOBE_RADIUS);vec4 globePosition=u_projection_matrix*vec4(elevatedPos,1.0);vec4 fallbackPosition=u_projection_fallback_matrix*vec4(posInTile,elevation,1.0);return mix(fallbackPosition,globePosition,u_projection_transition);}vec4 projectTile(vec2 posInTile) {return interpolateProjection(posInTile,projectToSphere(posInTile),0.0);}vec4 projectTileWithElevation(vec2 posInTile,float elevation) {return interpolateProjection(posInTile,projectToSphere(posInTile),elevation);}vec4 projectTileFor3D(vec2 posInTile,float elevation) {vec3 spherePos=projectToSphere(posInTile);return interpolateProjectionFor3D(posInTile,spherePos,elevation);}';
