declare const _default: "\n\nvec3 getShadowSampleCoord$LIGHT(mat4 shadowTransform, vec4 shadowParams, vec3 worldPosition, vec3 lightPos, inout vec3 lightDir, vec3 lightDirNorm, vec3 normal) {\n\n vec3 surfacePosition = worldPosition;\n\n#ifdef SHADOW_SAMPLE_POINT\n #ifdef SHADOW_SAMPLE_NORMAL_OFFSET\n float distScale = length(lightDir);\n surfacePosition = worldPosition + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale;\n lightDir = surfacePosition - lightPos;\n return lightDir;\n #endif\n#else\n #ifdef SHADOW_SAMPLE_SOURCE_ZBUFFER\n #ifdef SHADOW_SAMPLE_NORMAL_OFFSET\n surfacePosition = worldPosition + normal * shadowParams.y;\n #endif\n #else\n #ifdef SHADOW_SAMPLE_NORMAL_OFFSET\n #ifdef SHADOW_SAMPLE_ORTHO\n float distScale = 1.0;\n #else\n float distScale = abs(dot(vPositionW - lightPos, lightDirNorm));\n #endif\n surfacePosition = worldPosition + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale;\n #endif\n #endif\n\n vec4 positionInShadowSpace = shadowTransform * vec4(surfacePosition, 1.0);\n #ifdef SHADOW_SAMPLE_ORTHO\n positionInShadowSpace.z = saturate(positionInShadowSpace.z) - 0.0001;\n #else\n #ifdef SHADOW_SAMPLE_SOURCE_ZBUFFER\n positionInShadowSpace.xyz /= positionInShadowSpace.w;\n #else\n positionInShadowSpace.xy /= positionInShadowSpace.w;\n positionInShadowSpace.z = length(lightDir) * shadowParams.w;\n #endif\n #endif\n\n #ifdef SHADOW_SAMPLE_Z_BIAS\n positionInShadowSpace.z += getShadowBias(shadowParams.x, shadowParams.z);\n #endif\n surfacePosition = positionInShadowSpace.xyz;\n#endif\n\n return surfacePosition;\n}\n"; export default _default;