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- export default /* glsl */`
- #define STANDARD
- #ifdef PHYSICAL
- #define REFLECTIVITY
- #define CLEARCOAT
- #endif
- uniform vec3 diffuse;
- uniform vec3 emissive;
- uniform float roughness;
- uniform float metalness;
- uniform float opacity;
- #ifdef REFLECTIVITY
- uniform float reflectivity;
- #endif
- #ifdef CLEARCOAT
- uniform float clearcoat;
- uniform float clearcoatRoughness;
- #endif
- #ifdef USE_SHEEN
- uniform vec3 sheen;
- #endif
- varying vec3 vViewPosition;
- #ifndef FLAT_SHADED
- varying vec3 vNormal;
- #ifdef USE_TANGENT
- varying vec3 vTangent;
- varying vec3 vBitangent;
- #endif
- #endif
- #include <common>
- #include <packing>
- #include <dithering_pars_fragment>
- #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 <emissivemap_pars_fragment>
- #include <bsdfs>
- #include <cube_uv_reflection_fragment>
- #include <envmap_common_pars_fragment>
- #include <envmap_physical_pars_fragment>
- #include <fog_pars_fragment>
- #include <lights_pars_begin>
- #include <lights_physical_pars_fragment>
- #include <shadowmap_pars_fragment>
- #include <bumpmap_pars_fragment>
- #include <normalmap_pars_fragment>
- #include <clearcoat_normalmap_pars_fragment>
- #include <roughnessmap_pars_fragment>
- #include <metalnessmap_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <clipping_planes_pars_fragment>
- void main() {
- #include <clipping_planes_fragment>
- vec4 diffuseColor = vec4( diffuse, opacity );
- ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
- vec3 totalEmissiveRadiance = emissive;
- #include <logdepthbuf_fragment>
- #include <map_fragment>
- #include <color_fragment>
- #include <alphamap_fragment>
- #include <alphatest_fragment>
- #include <roughnessmap_fragment>
- #include <metalnessmap_fragment>
- #include <normal_fragment_begin>
- #include <normal_fragment_maps>
- #include <clearcoat_normal_fragment_begin>
- #include <clearcoat_normal_fragment_maps>
- #include <emissivemap_fragment>
- // accumulation
- #include <lights_physical_fragment>
- #include <lights_fragment_begin>
- #include <lights_fragment_maps>
- #include <lights_fragment_end>
- // modulation
- #include <aomap_fragment>
- vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
- gl_FragColor = vec4( outgoingLight, diffuseColor.a );
- #include <tonemapping_fragment>
- #include <encodings_fragment>
- #include <fog_fragment>
- #include <premultiplied_alpha_fragment>
- #include <dithering_fragment>
- }
- `;
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