export declare const LAMBERT_WGSL = "struct lambertMaterialUniforms {\n  unlit: u32,\n  ambient: f32,\n  diffuse: f32,\n};\n\n@group(3) @binding(auto) var<uniform> lambertMaterial : lambertMaterialUniforms;\n\nfn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, normal_worldspace: vec3<f32>, color: vec3<f32>) -> vec3<f32> {\n  let lambertian: f32 = max(dot(light_direction, normal_worldspace), 0.0);\n  return lambertian * lambertMaterial.diffuse * surfaceColor * color;\n}\n\nfn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32> {\n  var lightColor: vec3<f32> = surfaceColor;\n\n  if (lambertMaterial.unlit != 0u) {\n    return surfaceColor;\n  }\n\n  if (lighting.enabled == 0) {\n    return lightColor;\n  }\n\n  lightColor = lambertMaterial.ambient * surfaceColor * lighting.ambientColor;\n\n  for (var i: i32 = 0; i < lighting.pointLightCount; i++) {\n    let pointLight: PointLight = lighting_getPointLight(i);\n    let light_position_worldspace: vec3<f32> = pointLight.position;\n    let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);\n    let light_attenuation = getPointLightAttenuation(\n      pointLight,\n      distance(light_position_worldspace, position_worldspace)\n    );\n    lightColor += lighting_getLightColor(\n      surfaceColor,\n      light_direction,\n      normal_worldspace,\n      pointLight.color / light_attenuation\n    );\n  }\n\n  for (var i: i32 = 0; i < lighting.spotLightCount; i++) {\n    let spotLight: SpotLight = lighting_getSpotLight(i);\n    let light_position_worldspace: vec3<f32> = spotLight.position;\n    let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);\n    let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n    lightColor += lighting_getLightColor(\n      surfaceColor,\n      light_direction,\n      normal_worldspace,\n      spotLight.color / light_attenuation\n    );\n  }\n\n  for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {\n    let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);\n    lightColor += lighting_getLightColor(\n      surfaceColor,\n      -directionalLight.direction,\n      normal_worldspace,\n      directionalLight.color\n    );\n  }\n\n  return lightColor;\n}\n";
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