declare const FRAGMENT_SHADER = "\nuniform vec3 uLightColor;\nuniform vec3 uSpotPosition;\nuniform float uAttenuation;\nuniform float uAnglePower;\n\nvarying vec3 vNormal;\nvarying vec3 vWorldPosition;\nvarying float vNoise;\n\nvoid main() {\n  float intensity;\n  intensity\t= distance(vWorldPosition, uSpotPosition) / uAttenuation;\n  intensity\t= 1.0 - clamp(intensity, 0.1, 1.0);\n\n  vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));\n  float angleIntensity = pow( dot(normal, vec3(0.0, 0.0, 1.0)), uAnglePower * vNoise );\n  intensity\t= intensity * angleIntensity * vNoise;\n  gl_FragColor = vec4( uLightColor, intensity );\n}\n";
export { FRAGMENT_SHADER };
