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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_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> | |
| } | |
| `; | |