declare const _default: "\n#define STANDARD\n\n#ifdef PHYSICAL\n#define IOR\n#define USE_SPECULAR\n#endif\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n\n#ifdef IOR\nuniform float ior;\n#endif\n\n#ifdef USE_SPECULAR\nuniform float specularIntensity;\nuniform vec3 specularColor;\n\n#ifdef USE_SPECULAR_COLORMAP\nuniform sampler2D specularColorMap;\n#endif\n\n#ifdef USE_SPECULAR_INTENSITYMAP\nuniform sampler2D specularIntensityMap;\n#endif\n#endif\n\n#ifdef USE_CLEARCOAT\nuniform float clearcoat;\nuniform float clearcoatRoughness;\n#endif\n\n#ifdef USE_DISPERSION\nuniform float dispersion;\n#endif\n\n#ifdef USE_IRIDESCENCE\nuniform float iridescence;\nuniform float iridescenceIOR;\nuniform float iridescenceThicknessMinimum;\nuniform float iridescenceThicknessMaximum;\n#endif\n\n#ifdef USE_SHEEN\nuniform vec3 sheenColor;\nuniform float sheenRoughness;\n\n#ifdef USE_SHEEN_COLORMAP\nuniform sampler2D sheenColorMap;\n#endif\n\n#ifdef USE_SHEEN_ROUGHNESSMAP\nuniform sampler2D sheenRoughnessMap;\n#endif\n#endif\n\n#ifdef USE_ANISOTROPY\nuniform vec2 anisotropyVector;\n\n#ifdef USE_ANISOTROPYMAP\nuniform sampler2D anisotropyMap;\n#endif\n#endif\n\nvarying vec3 vViewPosition;\n\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#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\nvoid main() {\n\nvec4 diffuseColor = vec4( diffuse, opacity );\n#include \n\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\nvec3 totalEmissiveRadiance = emissive;\n\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// accumulation\n#include \n#include \n#include \n#include \n\n// modulation\n#include \n\nvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\nvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n#include \n\nvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\n#ifdef USE_SHEEN\n\n// Sheen energy compensation approximation calculation can be found at the end of\n// https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing\nfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\noutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\n#endif\n\n#ifdef USE_CLEARCOAT\n\nfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\nvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\noutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n}"; export default _default;