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* The lighting model to use for lighting a {@link Model}.
*
* @enum {number}
*
* @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
*/
const LightingModel = {
/**
* Use unlit shading, i.e. skip lighting calculations. The model's
* diffuse color (assumed to be linear RGB, not sRGB) is used directly
* when computing <code>out_FragColor</code>. The alpha mode is still
* applied.
*
* @type {number}
* @constant
*/
UNLIT: 0,
/**
* Use physically-based rendering lighting calculations. This includes
* both PBR metallic roughness and PBR specular glossiness. Image-based