vec3 diffuseBase = vec3(0., 0., 0.); #ifdef SPECULARTERM vec3 specularBase = vec3(0., 0., 0.); #endif #ifdef CLEARCOAT vec3 clearCoatBase = vec3(0., 0., 0.); #endif #ifdef SHEEN vec3 sheenBase = vec3(0., 0., 0.); #endif #ifdef LIGHTMAP vec4 lightmapColor = texture2D(lightmapSampler, vLightmapUV + uvOffset); #ifdef RGBDLIGHTMAP lightmapColor.rgb = fromRGBD(lightmapColor); #endif #ifdef GAMMALIGHTMAP lightmapColor.rgb = toLinearSpace(lightmapColor.rgb); #endif lightmapColor.rgb *= vLightmapInfos.y; #endif // Direct Lighting Variables preLightingInfo preInfo; lightingInfo info; float shadow = 1.; // 1 - shadowLevel #if defined(CLEARCOAT) && defined(CLEARCOAT_TINT) vec3 absorption = vec3(0.); #endif