/**
 * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
 *
 * @author Alexander Rose <alexander.rose@weirdbyte.de>
 */
export declare const mesh_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include normal_frag_params\n#include common_clip\n\nvoid main() {\n    #include clip_pixel\n\n    // Workaround for buggy gl_FrontFacing (e.g. on some integrated Intel GPUs)\n    #if defined(enabledStandardDerivatives)\n        vec3 fdx = dFdx(vViewPosition);\n        vec3 fdy = dFdy(vViewPosition);\n        vec3 faceNormal = normalize(cross(fdx,fdy));\n        bool frontFacing = dot(vNormal, faceNormal) > 0.0;\n    #else\n        bool frontFacing = dot(vNormal, vViewPosition) < 0.0;\n    #endif\n\n    #if defined(dFlipSided)\n        interior = frontFacing;\n    #else\n        interior = !frontFacing;\n    #endif\n\n    float fragmentDepth = gl_FragCoord.z;\n    #include assign_material_color\n\n    #if defined(dRenderVariant_pick)\n        #include check_picking_alpha\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_depth)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_marking)\n        gl_FragColor = material;\n    #elif defined(dRenderVariant_color)\n        #ifdef dIgnoreLight\n            gl_FragColor = material;\n        #else\n            #if defined(dFlatShaded) && defined(enabledStandardDerivatives)\n                vec3 normal = -faceNormal;\n            #else\n                vec3 normal = -normalize(vNormal);\n                #ifdef dDoubleSided\n                    normal = normal * (float(frontFacing) * 2.0 - 1.0);\n                #endif\n            #endif\n            #include apply_light_color\n        #endif\n\n        #include apply_interior_color\n        #include apply_marker_color\n        #include apply_fog\n        #include wboit_write\n    #endif\n}\n";
