//This file is automatically rebuilt by the Cesium build process. export default "float czm_private_getLambertDiffuseOfMaterial(vec3 lightDirectionEC, czm_material material)\n\ {\n\ return czm_getLambertDiffuse(lightDirectionEC, material.normal);\n\ }\n\ float czm_private_getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm_material material)\n\ {\n\ return czm_getSpecular(lightDirectionEC, toEyeEC, material.normal, material.shininess);\n\ }\n\ vec4 czm_phong(vec3 toEye, czm_material material)\n\ {\n\ float diffuse = czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 0.0, 1.0), material);\n\ if (czm_sceneMode == czm_sceneMode3D) {\n\ diffuse += czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 1.0, 0.0), material);\n\ }\n\ float specular = czm_private_getSpecularOfMaterial(czm_sunDirectionEC, toEye, material) + czm_private_getSpecularOfMaterial(czm_moonDirectionEC, toEye, material);\n\ vec3 materialDiffuse = material.diffuse * 0.5;\n\ vec3 ambient = materialDiffuse;\n\ vec3 color = ambient + material.emission;\n\ color += materialDiffuse * diffuse;\n\ color += material.specular * specular;\n\ #ifdef HDR\n\ float sunDiffuse = czm_private_getLambertDiffuseOfMaterial(czm_sunDirectionEC, material);\n\ color += materialDiffuse * sunDiffuse * czm_sunColor;\n\ #endif\n\ return vec4(color, material.alpha);\n\ }\n\ vec4 czm_private_phong(vec3 toEye, czm_material material)\n\ {\n\ float diffuse = czm_private_getLambertDiffuseOfMaterial(czm_sunDirectionEC, material);\n\ float specular = czm_private_getSpecularOfMaterial(czm_sunDirectionEC, toEye, material);\n\ vec3 ambient = vec3(0.0);\n\ vec3 color = ambient + material.emission;\n\ color += material.diffuse * diffuse;\n\ color += material.specular * specular;\n\ return vec4(color, material.alpha);\n\ }\n\ ";