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- export default /* glsl */`
- #if defined( RE_IndirectDiffuse )
- #ifdef USE_LIGHTMAP
- vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
- #ifndef PHYSICALLY_CORRECT_LIGHTS
- lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage
- #endif
- irradiance += lightMapIrradiance;
- #endif
- #if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
- irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );
- #endif
- #endif
- #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
- radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), maxMipLevel );
- #ifndef STANDARD
- clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
- #endif
- #endif
- `;
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