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\n    // directional lightmap\n    #if defined(LIT_SPECULAR) && defined(LIT_DIR_LIGHTMAP)\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\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    #else // non-directional lightmap\n\n        dDiffuseLight += lightmap;\n\n    #endif\n}\n";
export default _default;
