export default "@export clay.basic.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform vec2 uvRepeat : [1.0, 1.0];\nuniform vec2 uvOffset : [0.0, 0.0];\nattribute vec2 texcoord : TEXCOORD_0;\nattribute vec3 position : POSITION;\nattribute vec3 barycentric;\n@import clay.chunk.skinning_header\n@import clay.chunk.instancing_header\nvarying vec2 v_Texcoord;\nvarying vec3 v_Barycentric;\n#ifdef VERTEX_COLOR\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n#endif\nvoid main()\n{\n vec4 skinnedPosition = vec4(position, 1.0);\n#ifdef SKINNING\n @import clay.chunk.skin_matrix\n skinnedPosition = skinMatrixWS * skinnedPosition;\n#endif\n#ifdef INSTANCING\n @import clay.chunk.instancing_matrix\n skinnedPosition = instanceMat * skinnedPosition;\n#endif\n v_Texcoord = texcoord * uvRepeat + uvOffset;\n v_Barycentric = barycentric;\n gl_Position = worldViewProjection * skinnedPosition;\n#ifdef VERTEX_COLOR\n v_Color = a_Color;\n#endif\n}\n@end\n@export clay.basic.fragment\n#define DIFFUSEMAP_ALPHA_ALPHA\nvarying vec2 v_Texcoord;\nuniform sampler2D diffuseMap;\nuniform vec3 color : [1.0, 1.0, 1.0];\nuniform vec3 emission : [0.0, 0.0, 0.0];\nuniform float alpha : 1.0;\n#ifdef ALPHA_TEST\nuniform float alphaCutoff: 0.9;\n#endif\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\nuniform float lineWidth : 0.0;\nuniform vec4 lineColor : [0.0, 0.0, 0.0, 0.6];\nvarying vec3 v_Barycentric;\n@import clay.util.edge_factor\n@import clay.util.rgbm\n@import clay.util.srgb\n@import clay.util.ACES\nvoid main()\n{\n gl_FragColor = vec4(color, alpha);\n#ifdef VERTEX_COLOR\n gl_FragColor *= v_Color;\n#endif\n#ifdef SRGB_DECODE\n gl_FragColor = sRGBToLinear(gl_FragColor);\n#endif\n#ifdef DIFFUSEMAP_ENABLED\n vec4 texel = decodeHDR(texture2D(diffuseMap, v_Texcoord));\n#ifdef SRGB_DECODE\n texel = sRGBToLinear(texel);\n#endif\n#if defined(DIFFUSEMAP_ALPHA_ALPHA)\n gl_FragColor.a = texel.a;\n#endif\n gl_FragColor.rgb *= texel.rgb;\n#endif\n gl_FragColor.rgb += emission;\n if( lineWidth > 0.)\n {\n gl_FragColor.rgb = mix(gl_FragColor.rgb, lineColor.rgb, (1.0 - edgeFactor(lineWidth)) * lineColor.a);\n }\n#ifdef ALPHA_TEST\n if (gl_FragColor.a < alphaCutoff) {\n discard;\n }\n#endif\n#ifdef TONEMAPPING\n gl_FragColor.rgb = ACESToneMapping(gl_FragColor.rgb);\n#endif\n#ifdef SRGB_ENCODE\n gl_FragColor = linearTosRGB(gl_FragColor);\n#endif\n gl_FragColor = encodeHDR(gl_FragColor);\n}\n@end";