import type { Vector3 } from '@math.gl/core'; import { ShaderModule } from "../../../lib/shader-module/shader-module.js"; export type DirlightProps = { lightDirection?: Vector3 | [number, number, number]; }; export type DirlightUniforms = DirlightProps; export declare const VS_WGSL = " \nvoid dirlight_setNormal(normal: vec3) {\n dirlight_vNormal = normalize(normal);\n}\n"; export declare const FS_WGSL = "uniform dirlightUniforms {\n vec3 lightDirection;\n} dirlight;\n\n// Returns color attenuated by angle from light source\nfn dirlight_filterColor(color: vec4, dirlightInputs): vec4 {\n const d: float = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));\n return vec4(color.rgb * d, color.a);\n}\n"; /** * Cheap lighting - single directional light, single dot product, one uniform */ export declare const dirlight: ShaderModule; //# sourceMappingURL=dirlight.d.ts.map