uniform vec4 vEyePosition; uniform vec3 vAmbientColor; uniform vec4 vCameraInfos; // Input varying vec3 vPositionW; #if DEBUGMODE > 0 uniform vec2 vDebugMode; varying vec4 vClipSpacePosition; #endif #ifdef MAINUV1 varying vec2 vMainUV1; #endif #ifdef MAINUV2 varying vec2 vMainUV2; #endif #ifdef NORMAL varying vec3 vNormalW; #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX) varying vec3 vEnvironmentIrradiance; #endif #endif #ifdef VERTEXCOLOR varying vec4 vColor; #endif