declare const _default: "\n\n#if defined(STD_AO_TEXTURE) || defined(STD_AO_VERTEX)\n    uniform material_aoIntensity: f32;\n#endif\n\n#ifdef STD_AODETAIL_TEXTURE\n    #include \"detailModesPS\"\n#endif\n\nfn getAO() {\n    dAo = 1.0;\n\n    #ifdef STD_AO_TEXTURE\n        var aoBase: f32 = textureSampleBias({STD_AO_TEXTURE_NAME}, {STD_AO_TEXTURE_NAME}Sampler, {STD_AO_TEXTURE_UV}, uniform.textureBias).{STD_AO_TEXTURE_CHANNEL};\n\n        #ifdef STD_AODETAIL_TEXTURE\n            var aoDetail: f32 = textureSampleBias({STD_AODETAIL_TEXTURE_NAME}, {STD_AODETAIL_TEXTURE_NAME}Sampler, {STD_AODETAIL_TEXTURE_UV}, uniform.textureBias).{STD_AODETAIL_TEXTURE_CHANNEL};\n            aoBase = detailMode_{STD_AODETAIL_DETAILMODE}(vec3f(aoBase), vec3f(aoDetail)).r;\n        #endif\n\n        dAo = dAo * aoBase;\n    #endif\n\n    #ifdef STD_AO_VERTEX\n        dAo = dAo * saturate(vVertexColor.{STD_AO_VERTEX_CHANNEL});\n    #endif\n\n    #if defined(STD_AO_TEXTURE) || defined(STD_AO_VERTEX)\n        dAo = mix(1.0, dAo, uniform.material_aoIntensity);\n    #endif\n}\n";
export default _default;
