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- export default /* glsl */`
- uniform vec3 diffuse;
- uniform float opacity;
- #ifndef FLAT_SHADED
- varying vec3 vNormal;
- #endif
- #include <common>
- #include <color_pars_fragment>
- #include <uv_pars_fragment>
- #include <uv2_pars_fragment>
- #include <map_pars_fragment>
- #include <alphamap_pars_fragment>
- #include <aomap_pars_fragment>
- #include <lightmap_pars_fragment>
- #include <envmap_common_pars_fragment>
- #include <envmap_pars_fragment>
- #include <fog_pars_fragment>
- #include <specularmap_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <clipping_planes_pars_fragment>
- void main() {
- #include <clipping_planes_fragment>
- vec4 diffuseColor = vec4( diffuse, opacity );
- #include <logdepthbuf_fragment>
- #include <map_fragment>
- #include <color_fragment>
- #include <alphamap_fragment>
- #include <alphatest_fragment>
- #include <specularmap_fragment>
- ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
- // accumulation (baked indirect lighting only)
- #ifdef USE_LIGHTMAP
- reflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
- #else
- reflectedLight.indirectDiffuse += vec3( 1.0 );
- #endif
- // modulation
- #include <aomap_fragment>
- reflectedLight.indirectDiffuse *= diffuseColor.rgb;
- vec3 outgoingLight = reflectedLight.indirectDiffuse;
- #include <envmap_fragment>
- gl_FragColor = vec4( outgoingLight, diffuseColor.a );
- #include <premultiplied_alpha_fragment>
- #include <tonemapping_fragment>
- #include <encodings_fragment>
- #include <fog_fragment>
- }
- `;
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