// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default 'uniform lowp float u_device_pixel_ratio;uniform lowp float u_lineatlas_width;uniform sampler2D u_image;uniform float u_mix;in vec2 v_normal;in vec2 v_width2;in vec2 v_tex_a;in vec2 v_tex_b;in float v_gamma_scale;\n#ifdef GLOBE\nin float v_depth;\n#endif\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float width\n#pragma mapbox: define lowp float floorwidth\n#pragma mapbox: define mediump vec4 dasharray_from\n#pragma mapbox: define mediump vec4 dasharray_to\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump float width\n#pragma mapbox: initialize lowp float floorwidth\n#pragma mapbox: initialize mediump vec4 dasharray_from\n#pragma mapbox: initialize mediump vec4 dasharray_to\nfloat dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);float sdfdist_a=texture(u_image,v_tex_a).a;float sdfdist_b=texture(u_image,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);float sdfgamma=(u_lineatlas_width/256.0/u_device_pixel_ratio)/min(dasharray_from.w,dasharray_to.w);alpha*=smoothstep(0.5-sdfgamma/floorwidth,0.5+sdfgamma/floorwidth,sdfdist);fragColor=color*(alpha*opacity);\n#ifdef GLOBE\nif (v_depth > 1.0) {discard;}\n#endif\n#ifdef OVERDRAW_INSPECTOR\nfragColor=vec4(1.0);\n#endif\n}';
