export default /* glsl */`
uniform vec3 diffuse;
uniform float opacity;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
void main() {
#include
vec4 diffuseColor = vec4( diffuse, opacity );
#include
#include
#include
#include
#include
#include
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
// accumulation (baked indirect lighting only)
#ifdef USE_LIGHTMAP
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
// modulation
#include
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include
#include
#include
#include
#include
}
`;