export declare const pbrMaterialUniforms = "uniform Projection {\n  // Projection\n  vec3 u_Camera;\n};\n\nuniform pbrMaterialUniforms {\n  // Material is unlit\n  bool unlit;\n\n  // Base color map\n  bool baseColorMapEnabled;\n  vec4 baseColorFactor;\n\n  bool normalMapEnabled;  \n  float normalScale; // #ifdef HAS_NORMALMAP\n\n  bool emissiveMapEnabled;\n  vec3 emissiveFactor; // #ifdef HAS_EMISSIVEMAP\n\n  vec2 metallicRoughnessValues;\n  bool metallicRoughnessMapEnabled;\n\n  bool occlusionMapEnabled;\n  float occlusionStrength; // #ifdef HAS_OCCLUSIONMAP\n  \n  bool alphaCutoffEnabled;\n  float alphaCutoff; // #ifdef ALPHA_CUTOFF\n  \n  // IBL\n  bool IBLenabled;\n  vec2 scaleIBLAmbient; // #ifdef USE_IBL\n  \n  // debugging flags used for shader output of intermediate PBR variables\n  // #ifdef PBR_DEBUG\n  vec4 scaleDiffBaseMR;\n  vec4 scaleFGDSpec;\n  // #endif\n};\n\n// Samplers\n#ifdef HAS_BASECOLORMAP\nuniform sampler2D u_BaseColorSampler;\n#endif\n#ifdef HAS_NORMALMAP\nuniform sampler2D u_NormalSampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\nuniform sampler2D u_EmissiveSampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\nuniform sampler2D u_MetallicRoughnessSampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\nuniform sampler2D u_OcclusionSampler;\n#endif\n#ifdef USE_IBL\nuniform samplerCube u_DiffuseEnvSampler;\nuniform samplerCube u_SpecularEnvSampler;\nuniform sampler2D u_brdfLUT;\n#endif\n\n";
//# sourceMappingURL=pbr-uniforms-glsl.d.ts.map