export declare const LAMBERT_WGSL = "struct lambertMaterialUniforms {\n unlit: u32,\n ambient: f32,\n diffuse: f32,\n};\n\n@group(3) @binding(auto) var lambertMaterial : lambertMaterialUniforms;\n\nfn lighting_getLightColor(surfaceColor: vec3, light_direction: vec3, normal_worldspace: vec3, color: vec3) -> vec3 {\n let lambertian: f32 = max(dot(light_direction, normal_worldspace), 0.0);\n return lambertian * lambertMaterial.diffuse * surfaceColor * color;\n}\n\nfn lighting_getLightColor2(surfaceColor: vec3, cameraPosition: vec3, position_worldspace: vec3, normal_worldspace: vec3) -> vec3 {\n var lightColor: vec3 = surfaceColor;\n\n if (lambertMaterial.unlit != 0u) {\n return surfaceColor;\n }\n\n if (lighting.enabled == 0) {\n return lightColor;\n }\n\n lightColor = lambertMaterial.ambient * surfaceColor * lighting.ambientColor;\n\n for (var i: i32 = 0; i < lighting.pointLightCount; i++) {\n let pointLight: PointLight = lighting_getPointLight(i);\n let light_position_worldspace: vec3 = pointLight.position;\n let light_direction: vec3 = normalize(light_position_worldspace - position_worldspace);\n let light_attenuation = getPointLightAttenuation(\n pointLight,\n distance(light_position_worldspace, position_worldspace)\n );\n lightColor += lighting_getLightColor(\n surfaceColor,\n light_direction,\n normal_worldspace,\n pointLight.color / light_attenuation\n );\n }\n\n for (var i: i32 = 0; i < lighting.spotLightCount; i++) {\n let spotLight: SpotLight = lighting_getSpotLight(i);\n let light_position_worldspace: vec3 = spotLight.position;\n let light_direction: vec3 = normalize(light_position_worldspace - position_worldspace);\n let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n lightColor += lighting_getLightColor(\n surfaceColor,\n light_direction,\n normal_worldspace,\n spotLight.color / light_attenuation\n );\n }\n\n for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {\n let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(\n surfaceColor,\n -directionalLight.direction,\n normal_worldspace,\n directionalLight.color\n );\n }\n\n return lightColor;\n}\n"; //# sourceMappingURL=lambert-shaders-wgsl.d.ts.map