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@animech-public/playcanvas

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var particle_lightingPS = /* glsl */` vec3 light = negNormal.x*lightCube[0] + posNormal.x*lightCube[1] + negNormal.y*lightCube[2] + posNormal.y*lightCube[3] + negNormal.z*lightCube[4] + posNormal.z*lightCube[5]; rgb *= light; `; export { particle_lightingPS as default };