export { baseUniforms, bindStaticData, createSculpture, createSculptureWithGeometry, defaultFragSourceGLSL, fragFooter, generatedGLSLToMinimalRenderer, glslToMinimalHTMLRenderer, glslToMinimalRenderer, glslToOfflineRenderer, glslToThreeJSMaterial, glslToThreeJSMesh, glslToThreeJSShaderSource, glslToTouchDesignerShaderSource, minimalHeader, minimalVertexSource, sculptToGLSL, sculptToMinimalHTMLRenderer, sculptToMinimalRenderer, sculptToOfflineRenderer, sculptToRawSDF4Meshing, sculptToThreeJSMaterial, sculptToThreeJSMesh, sculptToThreeJSShaderSource, sculptToTouchDesignerShaderSource, sculptureStarterCode, uniformsToGLSL, useHemisphereLight, usePBRHeader };
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