export declare const FRAG = "#version 300 es\n\nprecision highp float;\n\nuniform float uniContrast;\nuniform float uniSpecularIntensity;\nuniform float uniSpecularExponent;\n\nin vec4 varColor;\nin vec3 varNormal;\n\nout vec4 FragColor;\n\n\nvoid main() {\n    vec4 color = vec4(gl_FrontFacing ? vec3(0, .5, 1) : vec3(1, 0, 0), varColor.a);\n    float z = normalize(varNormal).z;\n    float diffuse = abs(z);\n    // float light = z * uniContrast + (1.0 - uniContrast);\n    // float spec = pow(z, uniSpecularExponent) * uniSpecularIntensity;\n    float spec = 0.0;\n    FragColor =vec4(color.rgb * diffuse + vec3(spec), color.w);\n}";
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