//This file is automatically rebuilt by the Cesium build process. export default "vec3 LINEARtoSRGB(vec3 linearIn) \n\ {\n\ #ifndef HDR \n\ return pow(linearIn, vec3(1.0/2.2));\n\ #else \n\ return linearIn;\n\ #endif \n\ }\n\ \n\ #ifdef LIGHTING_PBR\n\ vec3 applyTonemapping(vec3 linearIn) \n\ {\n\ #ifndef HDR \n\ return czm_acesTonemapping(linearIn);\n\ #else \n\ return linearIn;\n\ #endif \n\ }\n\ \n\ vec3 computePbrLighting(czm_modelMaterial inputMaterial)\n\ {\n\ czm_pbrParameters pbrParameters;\n\ pbrParameters.diffuseColor = inputMaterial.diffuse;\n\ pbrParameters.f0 = inputMaterial.specular;\n\ pbrParameters.roughness = inputMaterial.roughness;\n\ \n\ vec3 lightColorHdr = czm_lightColorHdr;\n\ \n\ vec3 color = inputMaterial.diffuse;\n\ #ifdef HAS_NORMALS\n\ color = czm_pbrLighting(\n\ v_positionEC,\n\ inputMaterial.normalEC,\n\ czm_lightDirectionEC,\n\ lightColorHdr,\n\ pbrParameters\n\ );\n\ #endif\n\ \n\ color *= inputMaterial.occlusion;\n\ color += inputMaterial.emissive;\n\ \n\ // Convert high-dynamic range to low-dynamic range in HDR mode\n\ color = applyTonemapping(color);\n\ return color;\n\ }\n\ #endif\n\ \n\ void lightingStage(inout czm_modelMaterial material)\n\ {\n\ // Even though the lighting will only set the diffuse color,\n\ // pass all other properties so further stages have access to them.\n\ vec3 color = vec3(0.0);\n\ \n\ #ifdef LIGHTING_PBR\n\ color = computePbrLighting(material);\n\ #else // unlit\n\ color = material.diffuse;\n\ #endif\n\ \n\ color = LINEARtoSRGB(color);\n\ \n\ material.diffuse = color;\n\ }\n\ ";