declare const _default: "\nuniform material_diffuse: vec3f;\n\n#ifdef STD_DIFFUSEDETAIL_TEXTURE\n    #include \"detailModesPS\"\n#endif\n\nfn getAlbedo() {\n    dAlbedo = uniform.material_diffuse.rgb;\n\n    #ifdef STD_DIFFUSE_TEXTURE\n        var albedoTexture: vec3f = {STD_DIFFUSE_TEXTURE_DECODE}(textureSampleBias({STD_DIFFUSE_TEXTURE_NAME}, {STD_DIFFUSE_TEXTURE_NAME}Sampler, {STD_DIFFUSE_TEXTURE_UV}, uniform.textureBias)).{STD_DIFFUSE_TEXTURE_CHANNEL};\n\n        #ifdef STD_DIFFUSEDETAIL_TEXTURE\n            var albedoDetail: vec3f = {STD_DIFFUSEDETAIL_TEXTURE_DECODE}(textureSampleBias({STD_DIFFUSEDETAIL_TEXTURE_NAME}, {STD_DIFFUSEDETAIL_TEXTURE_NAME}Sampler, {STD_DIFFUSEDETAIL_TEXTURE_UV}, uniform.textureBias)).{STD_DIFFUSEDETAIL_TEXTURE_CHANNEL};\n            albedoTexture = detailMode_{STD_DIFFUSEDETAIL_DETAILMODE}(albedoTexture, albedoDetail);\n        #endif\n\n        dAlbedo = dAlbedo * albedoTexture;\n    #endif\n\n    #ifdef STD_DIFFUSE_VERTEX\n        dAlbedo = dAlbedo * gammaCorrectInputVec3(saturate3(vVertexColor.{STD_DIFFUSE_VERTEX_CHANNEL}));\n    #endif\n}\n";
export default _default;
