// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default 'in vec3 v_data;flat in float v_visibility;\n#pragma maplibre: define highp vec4 color\n#pragma maplibre: define mediump float radius\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define highp vec4 stroke_color\n#pragma maplibre: define mediump float stroke_width\n#pragma maplibre: define lowp float stroke_opacity\nvoid main() {\n#pragma maplibre: initialize highp vec4 color\n#pragma maplibre: initialize mediump float radius\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize highp vec4 stroke_color\n#pragma maplibre: initialize mediump float stroke_width\n#pragma maplibre: initialize lowp float stroke_opacity\nvec2 extrude=v_data.xy;float extrude_length=length(extrude);float antialiased_blur=v_data.z;float opacity_t=smoothstep(0.0,antialiased_blur,extrude_length-1.0);float color_t=stroke_width < 0.01 ? 0.0 : smoothstep(antialiased_blur,0.0,extrude_length-radius/(radius+stroke_width));fragColor=v_visibility*opacity_t*mix(color*opacity,stroke_color*stroke_opacity,color_t);const float epsilon=0.5/255.0;if (fragColor.r < epsilon && fragColor.g < epsilon && fragColor.b < epsilon && fragColor.a < epsilon) {discard;}\n#ifdef OVERDRAW_INSPECTOR\nfragColor=vec4(1.0);\n#endif\n}';
