//This file is automatically rebuilt by the Cesium build process.exportdefault"/**\n\ * Transforms a value for non-perspective interpolation by multiplying\n\ * it by w, the value used in the perspective divide. This function is\n\ * intended to be called in a vertex shader to compute the value of a\n\ * `varying` that should not be subject to perspective interpolation.\n\ * For example, screen-space texture coordinates. The fragment shader\n\ * must call {@link czm_readNonPerspective} to retrieve the final\n\ * non-perspective value.\n\ *\n\ * @name czm_writeNonPerspective\n\ * @glslFunction\n\ *\n\ * @param {float|vec2|vec3|vec4} value The value to be interpolated without accounting for perspective.\n\ * @param {float} w The perspective divide value. Usually this is the computed `gl_Position.w`.\n\ * @returns {float|vec2|vec3|vec4} The transformed value, intended to be stored in a `varying` and read in the\n\ * fragment shader with {@link czm_readNonPerspective}.\n\ */\n\float czm_writeNonPerspective(float value, float w) {\n\ return value * w;\n\}\n\\n\vec2 czm_writeNonPerspective(vec2 value, float w) {\n\ return value * w;\n\}\n\\n\vec3 czm_writeNonPerspective(vec3 value, float w) {\n\ return value * w;\n\}\n\\n\vec4 czm_writeNonPerspective(vec4 value, float w) {\n\ return value * w;\n\}\n\";