export declare const speckleTextFrag = "\nuniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\n#ifdef BATCHED_TEXT\n\tuniform sampler2D gradientRamp;\n\tvarying float vGradientIndex;\n#endif\n\nvoid main() {\n\t#include \n\tvec4 diffuseColor_RGB = vec4(diffuse, opacity);\n\tvec4 diffuseColor = diffuseColor_RGB;\n\t#ifdef BATCHED_TEXT\n\t\tvec4 diffuseColor_Tex = vec4( texture2D(gradientRamp, vec2(vGradientIndex, 0.)).rgb, opacity );\n\t\tdiffuseColor = mix(diffuseColor_RGB, diffuseColor_Tex, float(vGradientIndex > 0.));\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t// accumulation (baked indirect lighting only)\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t// modulation\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n";