(()=>{"use strict";var e={d:(t,o)=>{for(var n in o)e.o(o,n)&&!e.o(t,n)&&Object.defineProperty(t,n,{enumerable:!0,get:o[n]})},o:(e,t)=>Object.prototype.hasOwnProperty.call(e,t),r:e=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})}},t={};e.r(t),e.d(t,{default:()=>o});const o="attribute vec4 a_id;\nattribute vec4 a_color;\nattribute vec2 a_position;\nattribute float a_size;\nattribute vec4 a_texture;\n\nuniform float u_sizeRatio;\nuniform float u_pixelRatio;\nuniform mat3 u_matrix;\n\nvarying vec4 v_color;\nvarying float v_border;\nvarying vec4 v_texture;\n\nconst float bias = 255.0 / 254.0;\n\nvoid main() {\n  gl_Position = vec4(\n    (u_matrix * vec3(a_position, 1)).xy,\n    0,\n    1\n  );\n\n  // Multiply the point size twice:\n  //  - x SCALING_RATIO to correct the canvas scaling\n  //  - x 2 to correct the formulae\n  gl_PointSize = a_size / u_sizeRatio * u_pixelRatio * 2.0;\n\n  v_border = (0.5 / a_size) * u_sizeRatio;\n\n  #ifdef PICKING_MODE\n  // For picking mode, we use the ID as the color:\n  v_color = a_id;\n  #else\n  // For normal mode, we use the color:\n  v_color = a_color;\n  v_color.a *= bias;\n\n  // Pass the texture coordinates:\n  v_texture = a_texture;\n  #endif\n}\n";module.exports=t})();