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External module "shaders/libs/raymarch_phong_frag"

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Variables

Const raymarch_phong_frag

raymarch_phong_frag: "uniform vec3 diffuse;uniform vec3 emissive;uniform vec3 specular;uniform float shininess;#include <common>#include <packing>#include <envmap_common_pars_fragment>#include <envmap_pars_fragment>#include <gradientmap_pars_fragment>#include <bsdfs>#include <lights_pars_begin>#include <lights_phong_pars_fragment>#include <shadowmap_pars_fragment>#include <raymarch_fog_pars_fragment>#include <raymarch_common_pars_fragment>#include <ray_pars_fragment>#include <distance_pars_fragment>#include <raymarch_pars_fragment>#include <phong_material_pars_fragment>#include <phong_get_material_pars_fragment>void main(void) {#include <raymarch_fragment>vec3 worldPosition = (modelMatrix * vec4(position, 1.0)).xyz;ObjectSpaceRaymarchPhongMaterial phongMaterial = getMaterial(position, worldPosition, normal);vec4 diffuseColor = vec4(phongMaterial.diffuse, opacity);ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));vec3 totalEmissiveRadiance = phongMaterial.emissive;vec3 specular = phongMaterial.specular;float shininess = phongMaterial.shininess;float specularStrength = 1.0;#include <lights_phong_fragment>#include <lights_fragment_begin>#include <lights_fragment_end>vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;#include <envmap_fragment>gl_FragColor = vec4(outgoingLight, diffuseColor.a);#include <raymarch_write_depth_fragment>#include <tonemapping_fragment>#include <raymarch_fog_fragment>}" = `uniform vec3 diffuse;uniform vec3 emissive;uniform vec3 specular;uniform float shininess;#include <common>#include <packing>#include <envmap_common_pars_fragment>#include <envmap_pars_fragment>#include <gradientmap_pars_fragment>#include <bsdfs>#include <lights_pars_begin>#include <lights_phong_pars_fragment>#include <shadowmap_pars_fragment>#include <raymarch_fog_pars_fragment>#include <raymarch_common_pars_fragment>#include <ray_pars_fragment>#include <distance_pars_fragment>#include <raymarch_pars_fragment>#include <phong_material_pars_fragment>#include <phong_get_material_pars_fragment>void main(void) {#include <raymarch_fragment>vec3 worldPosition = (modelMatrix * vec4(position, 1.0)).xyz;ObjectSpaceRaymarchPhongMaterial phongMaterial = getMaterial(position, worldPosition, normal);vec4 diffuseColor = vec4(phongMaterial.diffuse, opacity);ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));vec3 totalEmissiveRadiance = phongMaterial.emissive;vec3 specular = phongMaterial.specular;float shininess = phongMaterial.shininess;float specularStrength = 1.0;#include <lights_phong_fragment>#include <lights_fragment_begin>#include <lights_fragment_end>vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;#include <envmap_fragment>gl_FragColor = vec4(outgoingLight, diffuseColor.a);#include <raymarch_write_depth_fragment>#include <tonemapping_fragment>#include <raymarch_fog_fragment>}`

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