text: //This file is automatically rebuilt by the Cesium build process.
  /*global define*/
  define(function() {
      'use strict';
      return "uniform float u_maxTotalPointSize;\n\
  \n\
  attribute vec4 positionHighAndSize;\n\
  attribute vec4 positionLowAndOutline;\n\
  attribute vec4 compressedAttribute0;        // color, outlineColor, pick color\n\
  attribute vec4 compressedAttribute1;        // show, translucency by distance, some free space\n\
  attribute vec4 scaleByDistance;             // near, nearScale, far, farScale\n\
  attribute vec2 distanceDisplayCondition;    // near, far\n\
  \n\
  varying vec4 v_color;\n\
  varying vec4 v_outlineColor;\n\
  varying float v_innerPercent;\n\
  varying float v_pixelDistance;\n\
  \n\
  #ifdef RENDER_FOR_PICK\n\
  varying vec4 v_pickColor;\n\
  #endif\n\
  \n\
  const float SHIFT_LEFT8 = 256.0;\n\
  const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\
  \n\
  void main()\n\
  {\n\
      // Modifying this shader may also require modifications to PointPrimitive._computeScreenSpacePosition\n\
  \n\
      // unpack attributes\n\
      vec3 positionHigh = positionHighAndSize.xyz;\n\
      vec3 positionLow = positionLowAndOutline.xyz;\n\
      float outlineWidthBothSides = 2.0 * positionLowAndOutline.w;\n\
      float totalSize = positionHighAndSize.w + outlineWidthBothSides;\n\
      float outlinePercent = outlineWidthBothSides / totalSize;\n\
      // Scale in response to browser-zoom.\n\
      totalSize *= czm_resolutionScale;\n\
      // Add padding for anti-aliasing on both sides.\n\
      totalSize += 3.0;\n\
  \n\
      float temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\
      float show = floor(temp);\n\
  \n\
  #ifdef EYE_DISTANCE_TRANSLUCENCY\n\
      vec4 translucencyByDistance;\n\
      translucencyByDistance.x = compressedAttribute1.z;\n\
      translucencyByDistance.z = compressedAttribute1.w;\n\
  \n\
      translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\
  \n\
      temp = compressedAttribute1.y * SHIFT_RIGHT8;\n\
      translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;\n\
  #endif\n\
  \n\
      ///////////////////////////////////////////////////////////////////////////\n\
  \n\
      vec4 color;\n\
      vec4 outlineColor;\n\
  #ifdef RENDER_FOR_PICK\n\
      // compressedAttribute0.z => pickColor.rgb\n\
  \n\
      color = vec4(0.0);\n\
      outlineColor = vec4(0.0);\n\
      vec4 pickColor;\n\
      temp = compressedAttribute0.z * SHIFT_RIGHT8;\n\
      pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      temp = floor(temp) * SHIFT_RIGHT8;\n\
      pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      pickColor.r = floor(temp);\n\
  #else\n\
      // compressedAttribute0.x => color.rgb\n\
  \n\
      temp = compressedAttribute0.x * SHIFT_RIGHT8;\n\
      color.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      temp = floor(temp) * SHIFT_RIGHT8;\n\
      color.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      color.r = floor(temp);\n\
  \n\
      // compressedAttribute0.y => outlineColor.rgb\n\
  \n\
      temp = compressedAttribute0.y * SHIFT_RIGHT8;\n\
      outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      temp = floor(temp) * SHIFT_RIGHT8;\n\
      outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      outlineColor.r = floor(temp);\n\
  #endif\n\
  \n\
      // compressedAttribute0.w => color.a, outlineColor.a, pickColor.a\n\
  \n\
      temp = compressedAttribute0.w * SHIFT_RIGHT8;\n\
  #ifdef RENDER_FOR_PICK\n\
      pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      pickColor = pickColor / 255.0;\n\
  #endif\n\
      temp = floor(temp) * SHIFT_RIGHT8;\n\
      outlineColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      outlineColor /= 255.0;\n\
      color.a = floor(temp);\n\
      color /= 255.0;\n\
  \n\
      ///////////////////////////////////////////////////////////////////////////\n\
  \n\
      vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\
      vec4 positionEC = czm_modelViewRelativeToEye * p;\n\
      positionEC.xyz *= show;\n\
  \n\
      ///////////////////////////////////////////////////////////////////////////\n\
  \n\
  #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(DISTANCE_DISPLAY_CONDITION)\n\
      float lengthSq;\n\
      if (czm_sceneMode == czm_sceneMode2D)\n\
      {\n\
          // 2D camera distance is a special case\n\
          // treat all billboards as flattened to the z=0.0 plane\n\
          lengthSq = czm_eyeHeight2D.y;\n\
      }\n\
      else\n\
      {\n\
          lengthSq = dot(positionEC.xyz, positionEC.xyz);\n\
      }\n\
  #endif\n\
  \n\
  #ifdef EYE_DISTANCE_SCALING\n\
      totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq);\n\
  #endif\n\
      // Clamp to max point size.\n\
      totalSize = min(totalSize, u_maxTotalPointSize);\n\
      // If size is too small, push vertex behind near plane for clipping.\n\
      // Note that context.minimumAliasedPointSize \"will be at most 1.0\".\n\
      if (totalSize < 1.0)\n\
      {\n\
          positionEC.xyz = vec3(0.0);\n\
          totalSize = 1.0;\n\
      }\n\
  \n\
      float translucency = 1.0;\n\
  #ifdef EYE_DISTANCE_TRANSLUCENCY\n\
      translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);\n\
      // push vertex behind near plane for clipping\n\
      if (translucency < 0.004)\n\
      {\n\
          positionEC.xyz = vec3(0.0);\n\
      }\n\
  #endif\n\
  \n\
  #ifdef DISTANCE_DISPLAY_CONDITION\n\
      float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x;\n\
      float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y;\n\
      if (lengthSq < nearSq || lengthSq > farSq) {\n\
          positionEC.xyz = vec3(0.0);\n\
      }\n\
  #endif\n\
  \n\
      vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);\n\
  \n\
      gl_Position = czm_viewportOrthographic * vec4(positionWC.xy, -positionWC.z, 1.0);\n\
  \n\
      v_color = color;\n\
      v_color.a *= translucency;\n\
      v_outlineColor = outlineColor;\n\
      v_outlineColor.a *= translucency;\n\
  \n\
      v_innerPercent = 1.0 - outlinePercent;\n\
      v_pixelDistance = 2.0 / totalSize;\n\
      gl_PointSize = totalSize;\n\
  \n\
  #ifdef RENDER_FOR_PICK\n\
      v_pickColor = pickColor;\n\
  #endif\n\
  }\n\
  ";
  });