declare const _default: "\n\n    // globals\n    float dAlpha = 1.0;\n\n    // all passes handle opacity\n    #if LIT_BLEND_TYPE != NONE || defined(LIT_ALPHA_TEST) || defined(LIT_ALPHA_TO_COVERAGE) || STD_OPACITY_DITHER != NONE\n        #ifdef STD_OPACITY_TEXTURE_ALLOCATE\n            uniform sampler2D texture_opacityMap;\n        #endif\n    #endif\n\n    #ifdef FORWARD_PASS // ----------------\n\n        // globals\n        vec3 dAlbedo;\n        vec3 dNormalW;\n        vec3 dSpecularity = vec3(0.0);\n        float dGlossiness = 0.0;\n\n        #ifdef LIT_REFRACTION\n            float dTransmission;\n            float dThickness;\n        #endif\n\n        #ifdef LIT_SCENE_COLOR\n            uniform sampler2D uSceneColorMap;\n        #endif\n\n        #ifdef LIT_SCREEN_SIZE\n            uniform vec4 uScreenSize;\n        #endif\n\n        #ifdef LIT_TRANSFORMS\n            uniform mat4 matrix_viewProjection;\n            uniform mat4 matrix_model;\n        #endif\n\n        // parallax\n        #ifdef STD_HEIGHT_MAP\n            vec2 dUvOffset;\n            #ifdef STD_HEIGHT_TEXTURE_ALLOCATE\n                uniform sampler2D texture_heightMap;\n            #endif\n        #endif\n\n        // diffuse\n        #ifdef STD_DIFFUSE_TEXTURE_ALLOCATE\n            uniform sampler2D texture_diffuseMap;\n        #endif\n\n        #ifdef STD_DIFFUSEDETAIL_TEXTURE_ALLOCATE\n            uniform sampler2D texture_diffuseDetailMap;\n        #endif\n\n        // normal\n        #ifdef STD_NORMAL_TEXTURE_ALLOCATE\n            uniform sampler2D texture_normalMap;\n        #endif\n\n        #ifdef STD_NORMALDETAIL_TEXTURE_ALLOCATE\n            uniform sampler2D texture_normalDetailMap;\n        #endif\n\n        // refraction\n        #ifdef STD_THICKNESS_TEXTURE_ALLOCATE\n            uniform sampler2D texture_thicknessMap;\n        #endif\n        #ifdef STD_REFRACTION_TEXTURE_ALLOCATE\n            uniform sampler2D texture_refractionMap;\n        #endif\n\n        // iridescence\n        #ifdef LIT_IRIDESCENCE\n            float dIridescence;\n            float dIridescenceThickness;\n\n            #ifdef STD_IRIDESCENCE_THICKNESS_TEXTURE_ALLOCATE\n                uniform sampler2D texture_iridescenceThicknessMap;\n            #endif\n            #ifdef STD_IRIDESCENCE_TEXTURE_ALLOCATE\n                uniform sampler2D texture_iridescenceMap;\n            #endif\n        #endif\n\n        #ifdef LIT_CLEARCOAT\n            float ccSpecularity;\n            float ccGlossiness;\n            vec3 ccNormalW;\n        #endif\n\n        #ifdef LIT_GGX_SPECULAR\n            float dAnisotropy;\n            vec2 dAnisotropyRotation;\n        #endif\n\n        // specularity & glossiness\n        #ifdef LIT_SPECULAR_OR_REFLECTION\n\n            // sheen\n            #ifdef LIT_SHEEN\n                vec3 sSpecularity;\n                float sGlossiness;\n\n                #ifdef STD_SHEEN_TEXTURE_ALLOCATE\n                    uniform sampler2D texture_sheenMap;\n                #endif\n                #ifdef STD_SHEENGLOSS_TEXTURE_ALLOCATE\n                    uniform sampler2D texture_sheenGlossMap;\n                #endif\n            #endif\n\n            // metalness\n            #ifdef LIT_METALNESS\n                float dMetalness;\n                float dIor;\n\n                #ifdef STD_METALNESS_TEXTURE_ALLOCATE\n                    uniform sampler2D texture_metalnessMap;\n                #endif\n            #endif\n\n            // specularity factor\n            #ifdef LIT_SPECULARITY_FACTOR\n                float dSpecularityFactor;\n\n                #ifdef STD_SPECULARITYFACTOR_TEXTURE_ALLOCATE\n                    uniform sampler2D texture_specularityFactorMap;\n                #endif\n            #endif\n\n            // specular color\n            #ifdef STD_SPECULAR_COLOR\n                #ifdef STD_SPECULAR_TEXTURE_ALLOCATE\n                    uniform sampler2D texture_specularMap;\n                #endif\n            #endif\n\n            // gloss\n            #ifdef STD_GLOSS_TEXTURE_ALLOCATE\n                uniform sampler2D texture_glossMap;\n            #endif\n        #endif\n\n        // ao\n        #ifdef STD_AO\n            float dAo;\n            #ifdef STD_AO_TEXTURE_ALLOCATE\n                uniform sampler2D texture_aoMap;\n            #endif\n            #ifdef STD_AODETAIL_TEXTURE_ALLOCATE\n                uniform sampler2D texture_aoDetailMap;\n            #endif\n        #endif\n\n        // emission\n        vec3 dEmission;\n        #ifdef STD_EMISSIVE_TEXTURE_ALLOCATE\n            uniform sampler2D texture_emissiveMap;\n        #endif\n\n        // clearcoat\n        #ifdef LIT_CLEARCOAT\n            #ifdef STD_CLEARCOAT_TEXTURE_ALLOCATE\n                uniform sampler2D texture_clearCoatMap;\n            #endif\n            #ifdef STD_CLEARCOATGLOSS_TEXTURE_ALLOCATE\n                uniform sampler2D texture_clearCoatGlossMap;\n            #endif\n            #ifdef STD_CLEARCOATNORMAL_TEXTURE_ALLOCATE\n                uniform sampler2D texture_clearCoatNormalMap;\n            #endif\n        #endif\n        \n        // anisotropy\n        #ifdef LIT_GGX_SPECULAR\n            #ifdef STD_ANISOTROPY_TEXTURE_ALLOCATE\n                uniform sampler2D texture_anisotropyMap;\n            #endif\n        #endif\n\n        // lightmap\n        #if defined(STD_LIGHTMAP) || defined(STD_LIGHT_VERTEX_COLOR)\n            vec3 dLightmap;\n            #ifdef STD_LIGHT_TEXTURE_ALLOCATE\n                uniform sampler2D texture_lightMap;\n            #endif\n        #endif\n    #endif\n\n    // front end outputs to lit shader\n    #include \"litShaderCorePS\"\n";
export default _default;
