export default /* glsl */` #if defined( RE_IndirectDiffuse ) #ifdef USE_LIGHTMAP vec4 lightMapTexel= texture2D( lightMap, vUv2 ); vec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; #ifndef PHYSICALLY_CORRECT_LIGHTS lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage #endif irradiance += lightMapIrradiance; #endif #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) iblIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel ); #endif #endif #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel ); #ifdef CLEARCOAT clearcoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel ); #endif #endif `;