var lightingPS = `
#ifdef LIT_CLUSTERED_LIGHTS
#define LIT_CODE_FALLOFF_LINEAR
#define LIT_CODE_FALLOFF_SQUARED
#define LIT_CODE_LIGHTS_POINT
#define LIT_CODE_LIGHTS_SPOT
#endif
#ifdef AREA_LIGHTS
uniform highp sampler2D areaLightsLutTex1;
uniform highp sampler2D areaLightsLutTex2;
#endif
#ifdef LIT_LIGHTING
#include "lightDiffuseLambertPS"
#if defined(AREA_LIGHTS) || defined(LIT_CLUSTERED_AREA_LIGHTS)
#include "ltcPS"
#endif
#endif
#ifdef SHADOW_DIRECTIONAL
#include "shadowCascadesPS"
#endif
#if defined(SHADOW_KIND_PCF1)
#include "shadowPCF1PS"
#endif
#if defined(SHADOW_KIND_PCF3)
#include "shadowPCF3PS"
#endif
#if defined(SHADOW_KIND_PCF5)
#include "shadowPCF5PS"
#endif
#if defined(SHADOW_KIND_PCSS)
#include "linearizeDepthPS"
#include "shadowPCSSPS"
#include "shadowSoftPS"
#endif
#if defined(SHADOW_KIND_VSM)
#include "shadowEVSMPS"
#endif
#ifdef LIT_CODE_FALLOFF_LINEAR
#include "falloffLinearPS"
#endif
#ifdef LIT_CODE_FALLOFF_SQUARED
#include "falloffInvSquaredPS"
#endif
#ifdef LIT_CODE_LIGHTS_POINT
#include "lightDirPointPS"
#endif
#ifdef LIT_CODE_LIGHTS_SPOT
#include "spotPS"
#endif
#ifdef LIT_CODE_COOKIE
#include "cookiePS"
#endif
#ifdef LIT_CLUSTERED_LIGHTS
#include "clusteredLightPS"
#endif
#ifdef LIGHT_COUNT > 0
#include "lightFunctionShadowPS, LIGHT_COUNT"
#include "lightFunctionLightPS, LIGHT_COUNT"
#endif
`;
export { lightingPS as default };