declare const _default: "\nattribute vec3 aPosition;\n\n#ifndef VIEWMATRIX\n#define VIEWMATRIX\nuniform mat4 matrix_view;\n#endif\n\nuniform mat4 matrix_projectionSkybox;\nuniform mat3 cubeMapRotationMatrix;\n\nvarying vec3 vViewDir;\n\n#ifdef SKYMESH\n    uniform mat4 matrix_model;\n    varying vec3 vWorldPos;\n#endif\n\nvoid main(void) {\n\n    mat4 view = matrix_view;\n\n    #ifdef SKYMESH\n\n        vec4 worldPos = matrix_model * vec4(aPosition, 1.0);\n        vWorldPos = worldPos.xyz;\n        gl_Position = matrix_projectionSkybox * view * worldPos;\n\n    #else\n\n        view[3][0] = view[3][1] = view[3][2] = 0.0;\n        gl_Position = matrix_projectionSkybox * view * vec4(aPosition, 1.0);\n        vViewDir = aPosition * cubeMapRotationMatrix;\n\n    #endif\n\n    // Force skybox to far Z, regardless of the clip planes on the camera\n    // Subtract a tiny fudge factor to ensure floating point errors don't\n    // still push pixels beyond far Z. See:\n    // https://community.khronos.org/t/skybox-problem/61857\n\n    gl_Position.z = gl_Position.w - 1.0e-7;\n}\n";
export default _default;
