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@deck.gl/layers

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export default "#define SHADER_NAME point-cloud-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 instanceNormals;\nattribute vec4 instanceColors;\nattribute vec3 instancePositions;\nattribute vec3 instancePositions64Low;\nattribute vec3 instancePickingColors;\n\nuniform float opacity;\nuniform float radiusPixels;\nuniform int sizeUnits;\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\n\nvoid main(void) {\n geometry.worldPosition = instancePositions;\n geometry.normal = project_normal(instanceNormals);\n unitPosition = positions.xy;\n geometry.uv = unitPosition;\n geometry.pickingColor = instancePickingColors;\n vec3 offset = vec3(positions.xy * project_size_to_pixel(radiusPixels, sizeUnits), 0.0);\n DECKGL_FILTER_SIZE(offset, geometry);\n\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.), geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n vec3 lightColor = lighting_getLightColor(instanceColors.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal);\n vColor = vec4(lightColor, instanceColors.a * opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n"; //# sourceMappingURL=point-cloud-layer-vertex.glsl.js.map