export declare const LAMBERT_VS = "layout(std140) uniform lambertMaterialUniforms {\n  uniform bool unlit;\n  uniform float ambient;\n  uniform float diffuse;\n} material;\n";
export declare const LAMBERT_FS = "layout(std140) uniform lambertMaterialUniforms {\n  uniform bool unlit;\n  uniform float ambient;\n  uniform float diffuse;\n} material;\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 normal_worldspace, vec3 color) {\n  float lambertian = max(dot(light_direction, normal_worldspace), 0.0);\n  return lambertian * material.diffuse * surfaceColor * color;\n}\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n  vec3 lightColor = surfaceColor;\n\n  if (material.unlit) {\n    return surfaceColor;\n  }\n\n  if (lighting.enabled == 0) {\n    return lightColor;\n  }\n\n  lightColor = material.ambient * surfaceColor * lighting.ambientColor;\n\n  for (int i = 0; i < lighting.pointLightCount; i++) {\n    PointLight pointLight = lighting_getPointLight(i);\n    vec3 light_position_worldspace = pointLight.position;\n    vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n    float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));\n    lightColor += lighting_getLightColor(surfaceColor, light_direction, normal_worldspace, pointLight.color / light_attenuation);\n  }\n\n  for (int i = 0; i < lighting.spotLightCount; i++) {\n    SpotLight spotLight = lighting_getSpotLight(i);\n    vec3 light_position_worldspace = spotLight.position;\n    vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n    float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n    lightColor += lighting_getLightColor(surfaceColor, light_direction, normal_worldspace, spotLight.color / light_attenuation);\n  }\n\n  for (int i = 0; i < lighting.directionalLightCount; i++) {\n    DirectionalLight directionalLight = lighting_getDirectionalLight(i);\n    lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, normal_worldspace, directionalLight.color);\n  }\n\n  return lightColor;\n}\n";
//# sourceMappingURL=lambert-shaders-glsl.d.ts.map