//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Calculates the intensity of diffusely reflected light.\n\ *\n\ * @name czm_getLambertDiffuse\n\ * @glslFunction\n\ *\n\ * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates.\n\ * @param {vec3} normalEC The surface normal in eye coordinates.\n\ *\n\ * @returns {float} The intensity of the diffuse reflection.\n\ *\n\ * @see czm_phong\n\ *\n\ * @example\n\ * float diffuseIntensity = czm_getLambertDiffuse(lightDirectionEC, normalEC);\n\ * float specularIntensity = czm_getSpecular(lightDirectionEC, toEyeEC, normalEC, 200);\n\ * vec3 color = (diffuseColor * diffuseIntensity) + (specularColor * specularIntensity);\n\ */\n\ float czm_getLambertDiffuse(vec3 lightDirectionEC, vec3 normalEC)\n\ {\n\ return max(dot(lightDirectionEC, normalEC), 0.0);\n\ }\n\ ";