declare const _default: "\nvoid addLightMap(\n    vec3 lightmap, \n    vec3 dir, \n    vec3 worldNormal, \n    vec3 viewDir, \n    vec3 reflectionDir, \n    float gloss, \n    vec3 specularity, \n    vec3 vertexNormal, \n    mat3 tbn\n#if defined(LIT_IRIDESCENCE)\n    vec3 iridescenceFresnel, \n    float iridescenceIntensity\n#endif\n) {\n    if (dot(dir, dir) < 0.0001) {\n        dDiffuseLight += lightmap;\n    } else {\n        float vlight = saturate(dot(dir, -vertexNormal));\n        float flight = saturate(dot(dir, -worldNormal));\n        float nlight = (flight / max(vlight, 0.01)) * 0.5;\n\n        dDiffuseLight += lightmap * nlight * 2.0;\n\n        vec3 halfDir = normalize(-dir + viewDir);\n        vec3 specularLight = lightmap * getLightSpecular(halfDir, reflectionDir, worldNormal, viewDir, dir, gloss, tbn);\n\n#ifdef LIT_SPECULAR_FRESNEL\n        specularLight *= \n            getFresnel(dot(viewDir, halfDir), \n            gloss, \n            specularity\n        #if defined(LIT_IRIDESCENCE)\n            , iridescenceFresnel,\n            iridescenceIntensity\n        #endif\n            );\n#endif\n\n        dSpecularLight += specularLight;\n    }\n}\n";
export default _default;
