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