text: defineSuite([
          'Scene/PointCloudShading',
          'Specs/createScene'
      ], function(
          PointCloudShading,
          createScene) {
      'use strict';
  
      it('creates expected instance from raw assignment and construction', function() {
          var pointCloudShading = new PointCloudShading();
          expect(pointCloudShading.attenuation).toEqual(false);
          expect(pointCloudShading.geometricErrorScale).toEqual(1.0);
          expect(pointCloudShading.maximumAttenuation).not.toBeDefined();
          expect(pointCloudShading.baseResolution).not.toBeDefined();
          expect(pointCloudShading.eyeDomeLighting).toEqual(true);
          expect(pointCloudShading.eyeDomeLightingStrength).toEqual(1.0);
          expect(pointCloudShading.eyeDomeLightingRadius).toEqual(1.0);
          expect(pointCloudShading.backFaceCulling).toEqual(false);
          expect(pointCloudShading.normalShading).toEqual(true);
  
          var options = {
              geometricErrorScale : 2.0,
              maximumAttenuation : 16,
              baseResolution : 0.1,
              eyeDomeLightingStrength : 0.1,
              eyeDomeLightingRadius : 2.0,
              backFaceCulling : true,
              normalShading : false
          };
          pointCloudShading = new PointCloudShading(options);
          expect(pointCloudShading.attenuation).toEqual(false);
          expect(pointCloudShading.geometricErrorScale).toEqual(options.geometricErrorScale);
          expect(pointCloudShading.maximumAttenuation).toEqual(options.maximumAttenuation);
          expect(pointCloudShading.baseResolution).toEqual(options.baseResolution);
          expect(pointCloudShading.eyeDomeLighting).toEqual(true);
          expect(pointCloudShading.eyeDomeLightingStrength).toEqual(options.eyeDomeLightingStrength);
          expect(pointCloudShading.eyeDomeLightingRadius).toEqual(options.eyeDomeLightingRadius);
          expect(pointCloudShading.backFaceCulling).toEqual(options.backFaceCulling);
          expect(pointCloudShading.normalShading).toEqual(options.normalShading);
      });
  
      it('provides a method for checking if point cloud shading is supported', function() {
          var scene = createScene();
          var context = scene.context;
          var expectedSupport = context.floatingPointTexture && context.drawBuffers && context.fragmentDepth;
          expect(PointCloudShading.isSupported(scene)).toEqual(expectedSupport);
          scene.destroyForSpecs();
      });
  });
  