//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * @private\n\ */\n\ vec4 czm_translucentPhong(vec3 toEye, czm_material material, vec3 lightDirectionEC)\n\ {\n\ // Diffuse from directional light sources at eye (for top-down and horizon views)\n\ float diffuse = czm_getLambertDiffuse(vec3(0.0, 0.0, 1.0), material.normal);\n\ \n\ if (czm_sceneMode == czm_sceneMode3D) {\n\ // (and horizon views in 3D)\n\ diffuse += czm_getLambertDiffuse(vec3(0.0, 1.0, 0.0), material.normal);\n\ }\n\ \n\ diffuse = clamp(diffuse, 0.0, 1.0);\n\ \n\ float specular = czm_getSpecular(lightDirectionEC, toEye, material.normal, material.shininess);\n\ \n\ // Temporary workaround for adding ambient.\n\ vec3 materialDiffuse = material.diffuse * 0.5;\n\ \n\ vec3 ambient = materialDiffuse;\n\ vec3 color = ambient + material.emission;\n\ color += materialDiffuse * diffuse * czm_lightColor;\n\ color += material.specular * specular * czm_lightColor;\n\ \n\ return vec4(color, material.alpha);\n\ }\n\ ";