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- 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 <envmap_pars_fragment>
- #include <fog_pars_fragment>
- #include <specularmap_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- void main() {
- 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.directDiffuse = vec3( 0.0 );
- reflectedLight.directSpecular = vec3( 0.0 );
- reflectedLight.indirectDiffuse = diffuseColor.rgb;
- reflectedLight.indirectSpecular = vec3( 0.0 );
- #include <aomap_fragment>
- vec3 outgoingLight = reflectedLight.indirectDiffuse;
- #include <envmap_fragment>
- gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
- #include <fog_fragment>
- #include <premultiply_alpha_fragment>
- }
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