declare const _default: "\nvoid getReflDir(vec3 worldNormal, vec3 viewDir, float gloss, mat3 tbn) {\n    float roughness = sqrt(1.0 - min(gloss, 1.0));\n\n    vec2 direction = dAnisotropyRotation;\n    vec3 anisotropicT = normalize(tbn * vec3(direction, 0.0));\n    vec3 anisotropicB = normalize(cross(tbn[2], anisotropicT));\n\n    float anisotropy = dAnisotropy;\n    vec3 anisotropicDirection = anisotropicB;\n    vec3 anisotropicTangent = cross(anisotropicDirection, viewDir);\n    vec3 anisotropicNormal = cross(anisotropicTangent, anisotropicDirection);\n    float bendFactor = 1.0 - anisotropy * (1.0 - roughness);\n    float bendFactor4 = bendFactor * bendFactor * bendFactor * bendFactor;\n    vec3 bentNormal = normalize(mix(normalize(anisotropicNormal), normalize(worldNormal), bendFactor4));\n    dReflDirW = reflect(-viewDir, bentNormal);\n}\n";
export default _default;
