import * as THREE from "three" ; /**
 * The base shader to use for  {@link @here/harp-mapview#MapView} 's
 * composing passes, like  MSAAMaterial .
  export const CopyShader = { uniforms : { tDiffuse : { value : null } , opacity : { value : 1.0 } } , vertexShader : `
    varying vec2 vUv;
    void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
    }` , fragmentShader : `
    uniform float opacity;
    uniform sampler2D tDiffuse;
    varying vec2 vUv;
    void main() {
        vec4 texel = texture2D( tDiffuse, vUv );
        gl_FragColor = opacity * texel;
    }` } ; /**
 * The material is used for composing.
 */ export class CopyMaterial extends THREE . ShaderMaterial { param uniforms constructor ( uniforms ) { super ( { name : "CopyMaterial" , uniforms , vertexShader : CopyShader . vertexShader , fragmentShader : CopyShader . fragmentShader , premultipliedAlpha : true , transparent : false , blending : THREE . NoBlending , depthTest : false , depthWrite : false } ) ; } }