declare const _default: "\n#ifdef UV_TILE\n mat3 tileTransform = makeTileTransform(floor(uvTile));\n #ifdef TILE_BLEND\n mat3 nextTileTransform = makeTileTransform(ceil(uvTile));\n vUvBlend = fract(uvTile);\n #endif\n#else\n mat3 tileTransform = makeTileTransform(0.0);\n#endif\n\n#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\nvUv = (tileTransform *vec3( uv, 1 )).xy;\n#if defined( TILE_BLEND ) && defined( UV_TILE )\n vUvNext = (nextTileTransform *vec3( uv, 1 )).xy;\n#endif\n\n#endif\n#ifdef USE_MAP\n\nvMapUv = ( tileTransform * (mapTransform * vec3( MAP_UV, 1 ) )).xy;\n#if defined( TILE_BLEND ) && defined( UV_TILE )\n vMapUvNext = (nextTileTransform * (mapTransform * vec3( MAP_UV, 1 ))).xy;\n#endif\n\n#endif\n#ifdef USE_ALPHAMAP\n\nvAlphaMapUv = ( tileTransform * (alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) )).xy;\n \n#endif\n#ifdef USE_LIGHTMAP\n\nvLightMapUv = ( tileTransform * (lightMapTransform * vec3( LIGHTMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_AOMAP\n\nvAoMapUv = ( tileTransform * (aoMapTransform * vec3( AOMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_BUMPMAP\n\nvBumpMapUv = ( tileTransform * (bumpMapTransform * vec3( BUMPMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_NORMALMAP\n\nvNormalMapUv = ( tileTransform * (normalMapTransform * vec3( NORMALMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\nvDisplacementMapUv = ( tileTransform * (displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_EMISSIVEMAP\n\nvEmissiveMapUv = ( tileTransform * (emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_METALNESSMAP\n\nvMetalnessMapUv = ( tileTransform * (metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_ROUGHNESSMAP\n\nvRoughnessMapUv = ( tileTransform * (roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_ANISOTROPYMAP\n\nvAnisotropyMapUv = ( tileTransform * (anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_CLEARCOATMAP\n\nvClearcoatMapUv = ( tileTransform * (clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\nvClearcoatNormalMapUv = ( tileTransform * (clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\nvClearcoatRoughnessMapUv = ( tileTransform * (clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\nvIridescenceMapUv = ( tileTransform * (iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\nvIridescenceThicknessMapUv = ( tileTransform * (iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\nvSheenColorMapUv = ( tileTransform * (sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\nvSheenRoughnessMapUv = ( tileTransform * (sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_SPECULARMAP\n\nvSpecularMapUv = ( tileTransform * (specularMapTransform * vec3( SPECULARMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\nvSpecularColorMapUv = ( tileTransform * (specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\nvSpecularIntensityMapUv = ( tileTransform * (specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\nvTransmissionMapUv = ( tileTransform * transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) )).xy;\n\n#endif\n#ifdef USE_THICKNESSMAP\n\nvThicknessMapUv = ( tileTransform * thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) )).xy;\n\n#endif\n\n"; export default _default;