var particle_lightingPS = `
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 };