//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Struct for representing a material for a {@link Model}. The model\n\ * rendering pipeline will pass this struct between material, custom shaders,\n\ * and lighting stages. This is not to be confused with {@link czm_material}\n\ * which is used by the older Fabric materials system, although they are similar.\n\ *

\n\ * All color values (diffuse, specular, emissive) are in linear color space.\n\ *

\n\ *\n\ * @name czm_modelMaterial\n\ * @glslStruct\n\ *\n\ * @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\ * @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\ * @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature.\n\ * @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces.\n\ * @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\ * @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded.\n\ * @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\ */\n\ struct czm_modelMaterial {\n\ vec3 diffuse;\n\ float alpha;\n\ vec3 specular;\n\ float roughness;\n\ vec3 normalEC;\n\ float occlusion;\n\ vec3 emissive;\n\ };\n\ ";