var basePS = `
uniform vec3 view_position;
uniform vec3 light_globalAmbient;
float square(float x) {
return x*x;
}
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
vec3 saturate(vec3 x) {
return clamp(x, vec3(0.0), vec3(1.0));
}
`;
export { basePS as default };