Const lights_lambert_pars_fragments
lights_lambert_pars_fragments: "struct LambertMaterial {vec3 diffuseColor;};void RE_Direct_Lambert(const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight) {float dotNL = saturate(dot(geometry.normal, directLight.direction));vec3 irradiance = dotNL * directLight.color;#ifndef PHYSICALLY_CORRECT_LIGHTSirradiance *= PI;#endifreflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);}void RE_IndirectDiffuse_Lambert(const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight) {reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);}#define RE_Direct RE_Direct_Lambert#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert" = `struct LambertMaterial {vec3 diffuseColor;};void RE_Direct_Lambert(const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight) {float dotNL = saturate(dot(geometry.normal, directLight.direction));vec3 irradiance = dotNL * directLight.color;#ifndef PHYSICALLY_CORRECT_LIGHTSirradiance *= PI;#endifreflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);}void RE_IndirectDiffuse_Lambert(const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight) {reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);}#define RE_Direct RE_Direct_Lambert#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert`