text: var __extends = (this && this.__extends) || (function () {
      var extendStatics = function (d, b) {
          extendStatics = Object.setPrototypeOf ||
              ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
              function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
          return extendStatics(d, b);
      };
      return function (d, b) {
          extendStatics(d, b);
          function __() { this.constructor = d; }
          d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
      };
  })();
  /**
   * @module ol/layer/WebGLPoints
   */
  import { assign } from '../obj.js';
  import WebGLPointsLayerRenderer from '../renderer/webgl/PointsLayer.js';
  import { parseLiteralStyle } from '../webgl/ShaderBuilder.js';
  import Layer from './Layer.js';
  /**
   * @typedef {Object} Options
   * @property {import('../style/LiteralStyle.js').LiteralStyle} style Literal style to apply to the layer features.
   * @property {string} [className='ol-layer'] A CSS class name to set to the layer element.
   * @property {number} [opacity=1] Opacity (0, 1).
   * @property {boolean} [visible=true] Visibility.
   * @property {import("../extent.js").Extent} [extent] The bounding extent for layer rendering.  The layer will not be
   * rendered outside of this extent.
   * @property {number} [zIndex] The z-index for layer rendering.  At rendering time, the layers
   * will be ordered, first by Z-index and then by position. When `undefined`, a `zIndex` of 0 is assumed
   * for layers that are added to the map's `layers` collection, or `Infinity` when the layer's `setMap()`
   * method was used.
   * @property {number} [minResolution] The minimum resolution (inclusive) at which this layer will be
   * visible.
   * @property {number} [maxResolution] The maximum resolution (exclusive) below which this layer will
   * be visible.
   * @property {number} [minZoom] The minimum view zoom level (exclusive) above which this layer will be
   * visible.
   * @property {number} [maxZoom] The maximum view zoom level (inclusive) at which this layer will
   * be visible.
   * @property {import("../source/Vector.js").default} [source] Source.
   * @property {boolean} [disableHitDetection=false] Setting this to true will provide a slight performance boost, but will
   * prevent all hit detection on the layer.
   */
  /**
   * @classdesc
   * Layer optimized for rendering large point datasets. Takes a `style` property which
   * is a serializable JSON object describing how the layer should be rendered.
   *
   * Here are a few samples of literal style objects:
   * ```js
   * const style = {
   *   symbol: {
   *     symbolType: 'circle',
   *     size: 8,
   *     color: '#33AAFF',
   *     opacity: 0.9
   *   }
   * }
   * ```
   *
   * ```js
   * const style = {
   *   symbol: {
   *     symbolType: 'image',
   *     offset: [0, 12],
   *     size: [4, 8],
   *     src: '../static/exclamation-mark.png'
   *   }
   * }
   * ```
   *
   * **Important: a `WebGLPoints` layer must be manually disposed when removed, otherwise the underlying WebGL context
   * will not be garbage collected.**
   *
   * Note that any property set in the options is set as a {@link module:ol/Object~BaseObject}
   * property on the layer object; for example, setting `title: 'My Title'` in the
   * options means that `title` is observable, and has get/set accessors.
   *
   * @fires import("../render/Event.js").RenderEvent
   */
  var WebGLPointsLayer = /** @class */ (function (_super) {
      __extends(WebGLPointsLayer, _super);
      /**
       * @param {Options} options Options.
       */
      function WebGLPointsLayer(options) {
          var _this = this;
          var baseOptions = assign({}, options);
          _this = _super.call(this, baseOptions) || this;
          /**
           * @private
           * @type {import('../webgl/ShaderBuilder.js').StyleParseResult}
           */
          _this.parseResult_ = parseLiteralStyle(options.style);
          /**
           * @private
           * @type {boolean}
           */
          _this.hitDetectionDisabled_ = !!options.disableHitDetection;
          return _this;
      }
      /**
       * @inheritDoc
       */
      WebGLPointsLayer.prototype.createRenderer = function () {
          return new WebGLPointsLayerRenderer(this, {
              vertexShader: this.parseResult_.builder.getSymbolVertexShader(),
              fragmentShader: this.parseResult_.builder.getSymbolFragmentShader(),
              hitVertexShader: !this.hitDetectionDisabled_ &&
                  this.parseResult_.builder.getSymbolVertexShader(true),
              hitFragmentShader: !this.hitDetectionDisabled_ &&
                  this.parseResult_.builder.getSymbolFragmentShader(true),
              uniforms: this.parseResult_.uniforms,
              attributes: this.parseResult_.attributes
          });
      };
      /**
       *
       * @inheritDoc
       */
      WebGLPointsLayer.prototype.disposeInternal = function () {
          this.renderer_.dispose();
          _super.prototype.disposeInternal.call(this);
      };
      return WebGLPointsLayer;
  }(Layer));
  export default WebGLPointsLayer;
  //# sourceMappingURL=WebGLPoints.js.map