export declare const CORE_UPLINK_VERTEX_SHADER = "\nvarying vec2 vUv;\nvoid main() {\n  vUv = uv;\n  gl_Position = vec4(position, 1.0);\n}\n";
export declare const CORE_UPLINK_FRAGMENT_SHADER = "\nuniform float uTime;\nuniform vec2 uResolution;\nuniform vec2 uMouse;\nuniform float uGridScale;\nuniform float uMouseAmount;\nuniform float uPulseSpeed;\nuniform float uRadius;\nuniform float uOpacity;\nvarying vec2 vUv;\nvoid main() {\n  vec2 uv = gl_FragCoord.xy / uResolution.xy;\n  float aspect = uResolution.x / uResolution.y;\n  uv.x *= aspect;\n  uv += uMouse * uMouseAmount;\n  vec2 grid = fract(uv * uGridScale);\n  vec2 id = floor(uv * uGridScale);\n  float dist = length(grid - vec2(0.5));\n  float pulse = sin(uTime * uPulseSpeed + id.x * 0.05 + id.y * 0.05) * 0.5 + 0.5;\n  float radius = 0.08 + pulse * uRadius;\n  float alpha = smoothstep(radius, radius - 0.05, dist);\n  vec2 center = vec2(0.5 * aspect, 0.5);\n  float depthFade = smoothstep(1.2, 0.1, length(uv - center));\n  vec3 color = vec3(0.0, 0.9, 1.0) * pulse;\n  gl_FragColor = vec4(color, alpha * depthFade * uOpacity);\n}\n";
//# sourceMappingURL=dotMatrixShaders.d.ts.map