@@ -1,7 +1,7 @@
export default /* glsl */`
#ifdef USE_LIGHTMAP
- vec4 lightMapTexel= texture2D( lightMap, vUv2 )
+ vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
#endif