// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default 'uniform lowp float u_device_pixel_ratio;uniform sampler2D u_image;in vec2 v_width2;in vec2 v_normal;in float v_gamma_scale;in highp vec2 v_uv;\n#ifdef GLOBE\nin float v_depth;\n#endif\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\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);vec4 color=texture(u_image,v_uv);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}';
