//This file is automatically rebuilt by the Cesium build process. export default "#ifdef USE_FLOAT64\n\ in vec3 positionHigh;\n\ in vec3 positionLow;\n\ in vec3 prevPositionHigh;\n\ in vec3 prevPositionLow;\n\ in vec3 nextPositionHigh;\n\ in vec3 nextPositionLow;\n\ #else\n\ in vec3 position;\n\ in vec3 prevPosition;\n\ in vec3 nextPosition;\n\ #endif\n\ in vec4 pickColor;\n\ in vec4 showColorWidthAndTexCoord;\n\ in float alpha;\n\ \n\ out vec4 v_pickColor;\n\ out vec4 v_color;\n\ out vec2 v_st;\n\ out float v_width;\n\ out float v_polylineAngle;\n\ \n\ void main()\n\ {\n\ float show = showColorWidthAndTexCoord.x;\n\ vec4 color = czm_decodeRGB8(showColorWidthAndTexCoord.y);\n\ float width = showColorWidthAndTexCoord.z;\n\ float texCoord = showColorWidthAndTexCoord.w;\n\ \n\ ///////////////////////////////////////////////////////////////////////////\n\ \n\ bool usePrevious = texCoord == 1.0;\n\ float expandDir = gl_VertexID % 2 == 1 ? 1.0 : -1.0;\n\ float polylineAngle;\n\ \n\ #ifdef USE_FLOAT64\n\ vec4 positionEC = czm_translateRelativeToEye(positionHigh, positionLow);\n\ vec4 prevPositionEC = czm_translateRelativeToEye(prevPositionHigh, prevPositionLow);\n\ vec4 nextPositionEC = czm_translateRelativeToEye(nextPositionHigh, nextPositionLow);\n\ vec4 positionWC = getPolylineWindowCoordinates(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);\n\ #else\n\ vec4 positionEC = czm_modelView * vec4(position, 1.0);\n\ vec4 prevPositionEC = czm_modelView * vec4(prevPosition, 1.0);\n\ vec4 nextPositionEC = czm_modelView * vec4(nextPosition, 1.0);\n\ // Positions are already in eye space; use the EC variant to skip the redundant transform.\n\ vec4 positionWC = getPolylineWindowCoordinatesEC(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);\n\ #endif\n\ \n\ ///////////////////////////////////////////////////////////////////////////\n\ \n\ gl_Position = czm_viewportOrthographic * positionWC * show;\n\ \n\ v_pickColor = pickColor / 255.0;\n\ \n\ v_color = color;\n\ v_color.a *= alpha / 255.0 * show;\n\ \n\ v_st.s = texCoord;\n\ v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);\n\ \n\ v_width = width;\n\ v_polylineAngle = polylineAngle;\n\ }\n\ ";