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| export default /* glsl */` | |
| #define PHONG | |
| uniform vec3 diffuse; | |
| uniform vec3 emissive; | |
| uniform vec3 specular; | |
| uniform float shininess; | |
| uniform float opacity; | |
| #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 <envmap_pars_fragment> | |
| #include <gradientmap_pars_fragment> | |
| #include <fog_pars_fragment> | |
| #include <bsdfs> | |
| #include <lights_pars_begin> | |
| #include <lights_phong_pars_fragment> | |
| #include <shadowmap_pars_fragment> | |
| #include <bumpmap_pars_fragment> | |
| #include <normalmap_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 ); | |
| 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 <specularmap_fragment> | |
| #include <normal_fragment_begin> | |
| #include <normal_fragment_maps> | |
| #include <emissivemap_fragment> | |
| // accumulation | |
| #include <lights_phong_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; | |
| #include <envmap_fragment> | |
| gl_FragColor = vec4( outgoingLight, diffuseColor.a ); | |
| #include <tonemapping_fragment> | |
| #include <encodings_fragment> | |
| #include <fog_fragment> | |
| #include <premultiplied_alpha_fragment> | |
| #include <dithering_fragment> | |
| } | |
| `; | |