declare const _default: "\n    #define LIT_SKYBOX_INTENSITY\n\n    #include \"envProcPS\"\n    #include \"gammaPS\"\n    #include \"tonemappingPS\"\n\n    #ifdef PREPASS_PASS\n        varying float vLinearDepth;\n        #include \"floatAsUintPS\"\n    #endif\n\n    varying vec3 vViewDir;\n    uniform float skyboxHighlightMultiplier;\n\n    #if defined(SKY_FISHEYE) && !defined(SKYMESH)\n        uniform float fisheye_k;\n        uniform float fisheye_invK;\n        uniform float fisheye_projMat00;\n        uniform float fisheye_projMat11;\n        uniform mat4 matrix_view;\n        uniform mat3 cubeMapRotationMatrix;\n        varying vec3 vClipXYW;\n    #endif\n\n    #ifdef SKY_CUBEMAP\n\n        uniform samplerCube texture_cubeMap;\n\n        #ifdef SKYMESH\n            varying vec3 vWorldPos;\n            uniform mat3 cubeMapRotationMatrix;\n            uniform vec3 projectedSkydomeCenter;\n        #endif\n\n    #else // env-atlas\n\n        #include \"sphericalPS\"\n        #include \"envAtlasPS\"\n\n        uniform sampler2D texture_envAtlas;\n        uniform float mipLevel;\n\n    #endif\n\n    void main(void) {\n\n        #ifdef PREPASS_PASS\n\n            // output linear depth during prepass\n            gl_FragColor = float2vec4(vLinearDepth);\n\n        #else\n\n            // --- compute view direction ---\n\n            #if defined(SKY_FISHEYE) && !defined(SKYMESH)\n\n                vec2 ndc = vClipXYW.xy / vClipXYW.z;\n                float px = ndc.x / fisheye_projMat00;\n                float py = ndc.y / fisheye_projMat11;\n                float r = sqrt(px * px + py * py);\n                float theta = fisheye_k * atan(r * fisheye_invK);\n                float sinT = sin(theta);\n                float cosT = cos(theta);\n                vec3 camDir = (r > 1e-6)\n                    ? vec3(px / r * sinT, py / r * sinT, -cosT)\n                    : vec3(0.0, 0.0, -1.0);\n                vec3 dir = transpose(mat3(matrix_view)) * camDir;\n                dir = dir * cubeMapRotationMatrix;\n\n            #elif defined(SKY_CUBEMAP) && defined(SKYMESH)\n\n                // get vector from world space pos to tripod origin\n                vec3 envDir = normalize(vWorldPos - projectedSkydomeCenter);\n                vec3 dir = envDir * cubeMapRotationMatrix;\n\n            #else\n\n                vec3 dir = vViewDir;\n\n            #endif\n\n            // --- sample environment ---\n\n            #ifdef SKY_CUBEMAP\n\n                dir.x *= -1.0;\n                vec3 linear = {SKYBOX_DECODE_FNC}(textureCube(texture_cubeMap, dir));\n\n            #else // env-atlas\n\n                dir *= vec3(-1.0, 1.0, 1.0);\n                vec2 uv = toSphericalUv(normalize(dir));\n                vec3 linear = {SKYBOX_DECODE_FNC}(texture2D(texture_envAtlas, mapRoughnessUv(uv, mipLevel)));\n\n            #endif\n\n            // our HDR encodes values up to 64, so allow extra brightness for the clipped values\n            if (any(greaterThanEqual(linear, vec3(64.0)))) {\n                linear *= skyboxHighlightMultiplier;\n            }\n\n            gl_FragColor = vec4(gammaCorrectOutput(toneMap(processEnvironment(linear))), 1.0);\n\n        #endif\n    }\n";
export default _default;
