declare const _default: "#version 300 es\n#define SHADER_NAME simple-mesh-layer-fs\n\nprecision highp float;\n\nuniform bool hasTexture;\nuniform sampler2D sampler;\nuniform bool flatShading;\nuniform float opacity;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n \n#ifdef MODULE_PBR\n\n fragColor = vColor * pbr_filterColor(vec4(0));\n geometry.uv = pbr_vUV;\n fragColor.a *= opacity;\n\n#else\n\n geometry.uv = vTexCoord;\n\n vec3 normal;\n if (flatShading) {\n\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n } else {\n normal = normals_commonspace;\n }\n\n vec4 color = hasTexture ? texture(sampler, vTexCoord) : vColor;\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, color.a * opacity);\n\n#endif\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=mesh-layer-fragment.glsl.d.ts.map