//This file is automatically rebuilt by the Cesium build process. export default "#if defined(HAS_NORMALS) && !defined(HAS_TANGENTS) && !defined(LIGHTING_UNLIT)\n\ #ifdef GL_OES_standard_derivatives\n\ #extension GL_OES_standard_derivatives : enable\n\ #endif\n\ #endif\n\ \n\ czm_modelMaterial defaultModelMaterial()\n\ {\n\ czm_modelMaterial material;\n\ material.diffuse = vec3(1.0);\n\ material.specular = vec3(0.04); // dielectric (non-metal)\n\ material.roughness = 0.0;\n\ material.occlusion = 1.0;\n\ material.normal = vec3(0.0, 0.0, 1.0);\n\ material.emissive = vec3(0.0);\n\ material.alpha = 1.0;\n\ return material;\n\ }\n\ \n\ vec4 handleAlpha(vec3 color, float alpha)\n\ {\n\ #ifdef ALPHA_MODE_MASK\n\ if (alpha < u_alphaCutoff) {\n\ discard;\n\ }\n\ return vec4(color, 1.0);\n\ #elif defined(ALPHA_MODE_BLEND)\n\ return vec4(color, alpha);\n\ #else // OPAQUE\n\ return vec4(color, 1.0);\n\ #endif\n\ }\n\ \n\ void main() \n\ {\n\ czm_modelMaterial material = defaultModelMaterial();\n\ \n\ #ifndef CUSTOM_SHADER_REPLACE_MATERIAL\n\ material = materialStage(material);\n\ #endif\n\ \n\ #if defined(CUSTOM_SHADER_MODIFY_MATERIAL) || defined(CUSTOM_SHADER_REPLACE_MATERIAL) \n\ material = customShaderStage(material);\n\ #endif\n\ \n\ material = lightingStage(material);\n\ \n\ vec4 color = handleAlpha(material.diffuse, material.alpha);\n\ gl_FragColor = color;\n\ }\n\ ";