text: //This file is automatically rebuilt by the Cesium build process.
  export default "#ifdef INSTANCED\n\
  attribute vec2 direction;\n\
  #endif\n\
  attribute vec4 positionHighAndScale;\n\
  attribute vec4 positionLowAndRotation;\n\
  attribute vec4 compressedAttribute0;                       // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)\n\
  attribute vec4 compressedAttribute1;                       // aligned axis, translucency by distance, image width\n\
  attribute vec4 compressedAttribute2;                       // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free\n\
  attribute vec4 eyeOffset;                                  // eye offset in meters, 4 bytes free (texture range)\n\
  attribute vec4 scaleByDistance;                            // near, nearScale, far, farScale\n\
  attribute vec4 pixelOffsetScaleByDistance;                 // near, nearScale, far, farScale\n\
  attribute vec4 compressedAttribute3;                       // distance display condition near, far, disableDepthTestDistance, dimensions\n\
  attribute vec2 sdf;                                        // sdf outline color (rgb) and width (w)\n\
  #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\
  attribute vec4 textureCoordinateBoundsOrLabelTranslate;    // the min and max x and y values for the texture coordinates\n\
  #endif\n\
  #ifdef VECTOR_TILE\n\
  attribute float a_batchId;\n\
  #endif\n\
  \n\
  varying vec2 v_textureCoordinates;\n\
  #ifdef FRAGMENT_DEPTH_CHECK\n\
  varying vec4 v_textureCoordinateBounds;\n\
  varying vec4 v_originTextureCoordinateAndTranslate;\n\
  varying vec4 v_compressed;                                 // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\
  varying mat2 v_rotationMatrix;\n\
  #endif\n\
  \n\
  varying vec4 v_pickColor;\n\
  varying vec4 v_color;\n\
  #ifdef SDF\n\
  varying vec4 v_outlineColor;\n\
  varying float v_outlineWidth;\n\
  #endif\n\
  \n\
  const float UPPER_BOUND = 32768.0;\n\
  \n\
  const float SHIFT_LEFT16 = 65536.0;\n\
  const float SHIFT_LEFT12 = 4096.0;\n\
  const float SHIFT_LEFT8 = 256.0;\n\
  const float SHIFT_LEFT7 = 128.0;\n\
  const float SHIFT_LEFT5 = 32.0;\n\
  const float SHIFT_LEFT3 = 8.0;\n\
  const float SHIFT_LEFT2 = 4.0;\n\
  const float SHIFT_LEFT1 = 2.0;\n\
  \n\
  const float SHIFT_RIGHT12 = 1.0 / 4096.0;\n\
  const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\
  const float SHIFT_RIGHT7 = 1.0 / 128.0;\n\
  const float SHIFT_RIGHT5 = 1.0 / 32.0;\n\
  const float SHIFT_RIGHT3 = 1.0 / 8.0;\n\
  const float SHIFT_RIGHT2 = 1.0 / 4.0;\n\
  const float SHIFT_RIGHT1 = 1.0 / 2.0;\n\
  \n\
  vec4 addScreenSpaceOffset(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters, out mat2 rotationMatrix, out float mpp)\n\
  {\n\
      // Note the halfSize cannot be computed in JavaScript because it is sent via\n\
      // compressed vertex attributes that coerce it to an integer.\n\
      vec2 halfSize = imageSize * scale * 0.5;\n\
      halfSize *= ((direction * 2.0) - 1.0);\n\
  \n\
      vec2 originTranslate = origin * abs(halfSize);\n\
  \n\
  #if defined(ROTATION) || defined(ALIGNED_AXIS)\n\
      if (validAlignedAxis || rotation != 0.0)\n\
      {\n\
          float angle = rotation;\n\
          if (validAlignedAxis)\n\
          {\n\
              vec4 projectedAlignedAxis = czm_modelViewProjection * vec4(alignedAxis, 0.0);\n\
              angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /\n\
                      (projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));\n\
          }\n\
  \n\
          float cosTheta = cos(angle);\n\
          float sinTheta = sin(angle);\n\
          rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);\n\
          halfSize = rotationMatrix * halfSize;\n\
      }\n\
      else\n\
      {\n\
          rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);\n\
      }\n\
  #endif\n\
  \n\
      if (sizeInMeters)\n\
      {\n\
          positionEC.xy += halfSize;\n\
      }\n\
  \n\
      mpp = czm_metersPerPixel(positionEC);\n\
  \n\
      if (!sizeInMeters)\n\
      {\n\
          originTranslate *= mpp;\n\
      }\n\
  \n\
      positionEC.xy += originTranslate;\n\
      if (!sizeInMeters)\n\
      {\n\
          positionEC.xy += halfSize * mpp;\n\
      }\n\
  \n\
      positionEC.xy += translate * mpp;\n\
      positionEC.xy += pixelOffset * mpp;\n\
      return positionEC;\n\
  }\n\
  \n\
  #ifdef VERTEX_DEPTH_CHECK\n\
  float getGlobeDepth(vec4 positionEC)\n\
  {\n\
      vec4 posWC = czm_eyeToWindowCoordinates(positionEC);\n\
  \n\
      float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));\n\
  \n\
      if (globeDepth == 0.0)\n\
      {\n\
          return 0.0; // not on the globe\n\
      }\n\
  \n\
      vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);\n\
      return eyeCoordinate.z / eyeCoordinate.w;\n\
  }\n\
  #endif\n\
  void main()\n\
  {\n\
      // Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition\n\
  \n\
      // unpack attributes\n\
      vec3 positionHigh = positionHighAndScale.xyz;\n\
      vec3 positionLow = positionLowAndRotation.xyz;\n\
      float scale = positionHighAndScale.w;\n\
  \n\
  #if defined(ROTATION) || defined(ALIGNED_AXIS)\n\
      float rotation = positionLowAndRotation.w;\n\
  #else\n\
      float rotation = 0.0;\n\
  #endif\n\
  \n\
      float compressed = compressedAttribute0.x;\n\
  \n\
      vec2 pixelOffset;\n\
      pixelOffset.x = floor(compressed * SHIFT_RIGHT7);\n\
      compressed -= pixelOffset.x * SHIFT_LEFT7;\n\
      pixelOffset.x -= UPPER_BOUND;\n\
  \n\
      vec2 origin;\n\
      origin.x = floor(compressed * SHIFT_RIGHT5);\n\
      compressed -= origin.x * SHIFT_LEFT5;\n\
  \n\
      origin.y = floor(compressed * SHIFT_RIGHT3);\n\
      compressed -= origin.y * SHIFT_LEFT3;\n\
  \n\
  #ifdef FRAGMENT_DEPTH_CHECK\n\
      vec2 depthOrigin = origin.xy;\n\
  #endif\n\
      origin -= vec2(1.0);\n\
  \n\
      float show = floor(compressed * SHIFT_RIGHT2);\n\
      compressed -= show * SHIFT_LEFT2;\n\
  \n\
  #ifdef INSTANCED\n\
      vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);\n\
      vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);\n\
      vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;\n\
  #else\n\
      vec2 direction;\n\
      direction.x = floor(compressed * SHIFT_RIGHT1);\n\
      direction.y = compressed - direction.x * SHIFT_LEFT1;\n\
  \n\
      vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);\n\
  #endif\n\
  \n\
      float temp = compressedAttribute0.y  * SHIFT_RIGHT8;\n\
      pixelOffset.y = -(floor(temp) - UPPER_BOUND);\n\
  \n\
      vec2 translate;\n\
      translate.y = (temp - floor(temp)) * SHIFT_LEFT16;\n\
  \n\
      temp = compressedAttribute0.z * SHIFT_RIGHT8;\n\
      translate.x = floor(temp) - UPPER_BOUND;\n\
  \n\
      translate.y += (temp - floor(temp)) * SHIFT_LEFT8;\n\
      translate.y -= UPPER_BOUND;\n\
  \n\
      temp = compressedAttribute1.x * SHIFT_RIGHT8;\n\
      float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);\n\
  \n\
      vec2 imageSize = vec2(floor(temp), temp2);\n\
  \n\
  #ifdef FRAGMENT_DEPTH_CHECK\n\
      float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));\n\
      float applyTranslate = 0.0;\n\
      if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false\n\
      {\n\
          applyTranslate = 1.0;\n\
          labelHorizontalOrigin -= 2.0;\n\
          depthOrigin.x = labelHorizontalOrigin + 1.0;\n\
      }\n\
  \n\
      depthOrigin = vec2(1.0) - (depthOrigin * 0.5);\n\
  #endif\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\
  #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\
      temp = compressedAttribute3.w;\n\
      temp = temp * SHIFT_RIGHT12;\n\
  \n\
      vec2 dimensions;\n\
      dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;\n\
      dimensions.x = floor(temp);\n\
  #endif\n\
  \n\
  #ifdef ALIGNED_AXIS\n\
      vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));\n\
      temp = compressedAttribute2.z * SHIFT_RIGHT5;\n\
      bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;\n\
  #else\n\
      vec3 alignedAxis = vec3(0.0);\n\
      bool validAlignedAxis = false;\n\
  #endif\n\
  \n\
      vec4 pickColor;\n\
      vec4 color;\n\
  \n\
      temp = compressedAttribute2.y;\n\
      temp = temp * 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\
  \n\
      temp = compressedAttribute2.x;\n\
      temp = temp * 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\
      temp = compressedAttribute2.z * SHIFT_RIGHT8;\n\
      bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;\n\
      temp = floor(temp) * SHIFT_RIGHT8;\n\
  \n\
      pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      pickColor /= 255.0;\n\
  \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\
  \n\
  #if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)\n\
      float eyeDepth = positionEC.z;\n\
  #endif\n\
  \n\
      positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);\n\
      positionEC.xyz *= show;\n\
  \n\
      ///////////////////////////////////////////////////////////////////////////\n\
  \n\
  #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)\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\
      float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);\n\
      scale *= distanceScale;\n\
      translate *= distanceScale;\n\
      // push vertex behind near plane for clipping\n\
      if (scale == 0.0)\n\
      {\n\
          positionEC.xyz = vec3(0.0);\n\
      }\n\
  #endif\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 == 0.0)\n\
      {\n\
          positionEC.xyz = vec3(0.0);\n\
      }\n\
  #endif\n\
  \n\
  #ifdef EYE_DISTANCE_PIXEL_OFFSET\n\
      float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);\n\
      pixelOffset *= pixelOffsetScale;\n\
  #endif\n\
  \n\
  #ifdef DISTANCE_DISPLAY_CONDITION\n\
      float nearSq = compressedAttribute3.x;\n\
      float farSq = compressedAttribute3.y;\n\
      if (lengthSq < nearSq || lengthSq > farSq)\n\
      {\n\
          positionEC.xyz = vec3(0.0);\n\
      }\n\
  #endif\n\
  \n\
      mat2 rotationMatrix;\n\
      float mpp;\n\
  \n\
  #ifdef DISABLE_DEPTH_DISTANCE\n\
      float disableDepthTestDistance = compressedAttribute3.z;\n\
  #endif\n\
  \n\
  #ifdef VERTEX_DEPTH_CHECK\n\
  if (lengthSq < disableDepthTestDistance) {\n\
      float depthsilon = 10.0;\n\
  \n\
      vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;\n\
      vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
      float globeDepth1 = getGlobeDepth(pEC1);\n\
  \n\
      if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)\n\
      {\n\
          vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
          float globeDepth2 = getGlobeDepth(pEC2);\n\
  \n\
          if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)\n\
          {\n\
              vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
              float globeDepth3 = getGlobeDepth(pEC3);\n\
              if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)\n\
              {\n\
                  positionEC.xyz = vec3(0.0);\n\
              }\n\
          }\n\
      }\n\
  }\n\
  #endif\n\
  \n\
      positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);\n\
      gl_Position = czm_projection * positionEC;\n\
      v_textureCoordinates = textureCoordinates;\n\
  \n\
  #ifdef LOG_DEPTH\n\
      czm_vertexLogDepth();\n\
  #endif\n\
  \n\
  #ifdef DISABLE_DEPTH_DISTANCE\n\
      if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)\n\
      {\n\
          disableDepthTestDistance = czm_minimumDisableDepthTestDistance;\n\
      }\n\
  \n\
      if (disableDepthTestDistance != 0.0)\n\
      {\n\
          // Don't try to \"multiply both sides\" by w.  Greater/less-than comparisons won't work for negative values of w.\n\
          float zclip = gl_Position.z / gl_Position.w;\n\
          bool clipped = (zclip < -1.0 || zclip > 1.0);\n\
          if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))\n\
          {\n\
              // Position z on the near plane.\n\
              gl_Position.z = -gl_Position.w;\n\
  #ifdef LOG_DEPTH\n\
              czm_vertexLogDepth(vec4(czm_currentFrustum.x));\n\
  #endif\n\
          }\n\
      }\n\
  #endif\n\
  \n\
  #ifdef FRAGMENT_DEPTH_CHECK\n\
      if (sizeInMeters) {\n\
          translate /= mpp;\n\
          dimensions /= mpp;\n\
          imageSize /= mpp;\n\
      }\n\
  \n\
  #if defined(ROTATION) || defined(ALIGNED_AXIS)\n\
      v_rotationMatrix = rotationMatrix;\n\
  #else\n\
      v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);\n\
  #endif\n\
  \n\
      float enableDepthCheck = 0.0;\n\
      if (lengthSq < disableDepthTestDistance)\n\
      {\n\
          enableDepthCheck = 1.0;\n\
      }\n\
  \n\
      float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));\n\
      float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));\n\
  \n\
      float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));\n\
      float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));\n\
  \n\
      v_compressed.x = eyeDepth;\n\
      v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;\n\
      v_compressed.z = dw * SHIFT_LEFT12 + dh;\n\
      v_compressed.w = iw * SHIFT_LEFT12 + ih;\n\
      v_originTextureCoordinateAndTranslate.xy = depthOrigin;\n\
      v_originTextureCoordinateAndTranslate.zw = translate;\n\
      v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;\n\
  \n\
  #endif\n\
  \n\
  #ifdef SDF\n\
      vec4 outlineColor;\n\
      float outlineWidth;\n\
  \n\
      temp = sdf.x;\n\
      temp = temp * 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\
  \n\
      temp = sdf.y;\n\
      temp = temp * SHIFT_RIGHT8;\n\
      float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      temp = floor(temp) * SHIFT_RIGHT8;\n\
      outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;\n\
      outlineColor.a = floor(temp);\n\
      outlineColor /= 255.0;\n\
  \n\
      v_outlineWidth = outlineWidth / 255.0;\n\
      v_outlineColor = outlineColor;\n\
  #endif\n\
  \n\
      v_pickColor = pickColor;\n\
  \n\
      v_color = color;\n\
      v_color.a *= translucency;\n\
  \n\
  }\n\
  ";
  