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- 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
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