export const vertex = /* glsl */`
#define STANDARD

varying vec3 vViewPosition;

#ifdef USE_TRANSMISSION

	varying vec3 vWorldPosition;

#endif

#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>

void main() {

	#include <uv_vertex>
	#include <color_vertex>
	#include <morphcolor_vertex>

	#include <beginnormal_vertex>
	#include <morphnormal_vertex>
	#include <skinbase_vertex>
	#include <skinnormal_vertex>
	#include <defaultnormal_vertex>
	#include <normal_vertex>

	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <skinning_vertex>
	#include <displacementmap_vertex>
	#include <project_vertex>
	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>

	vViewPosition = - mvPosition.xyz;

	#include <worldpos_vertex>
	#include <shadowmap_vertex>
	#include <fog_vertex>

#ifdef USE_TRANSMISSION

	vWorldPosition = worldPosition.xyz;

#endif
}
`;

export const fragment = /* glsl */`
#define STANDARD

#ifdef PHYSICAL
	#define IOR
	#define USE_SPECULAR
#endif

uniform vec3 diffuse;
uniform vec3 emissive;
uniform float roughness;
uniform float metalness;
uniform float opacity;

#ifdef IOR
	uniform float ior;
#endif

#ifdef USE_SPECULAR
	uniform float specularIntensity;
	uniform vec3 specularColor;

	#ifdef USE_SPECULAR_COLORMAP
		uniform sampler2D specularColorMap;
	#endif

	#ifdef USE_SPECULAR_INTENSITYMAP
		uniform sampler2D specularIntensityMap;
	#endif
#endif

#ifdef USE_CLEARCOAT
	uniform float clearcoat;
	uniform float clearcoatRoughness;
#endif

#ifdef USE_IRIDESCENCE
	uniform float iridescence;
	uniform float iridescenceIOR;
	uniform float iridescenceThicknessMinimum;
	uniform float iridescenceThicknessMaximum;
#endif

#ifdef USE_SHEEN
	uniform vec3 sheenColor;
	uniform float sheenRoughness;

	#ifdef USE_SHEEN_COLORMAP
		uniform sampler2D sheenColorMap;
	#endif

	#ifdef USE_SHEEN_ROUGHNESSMAP
		uniform sampler2D sheenRoughnessMap;
	#endif
#endif

varying vec3 vViewPosition;

#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <iridescence_fragment>
#include <cube_uv_reflection_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_physical_pars_fragment>
#include <transmission_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <clearcoat_pars_fragment>
#include <iridescence_pars_fragment>
#include <roughnessmap_pars_fragment>
#include <metalnessmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

void main() {

	#include <clipping_planes_fragment>

	vec4 diffuseColor = vec4( diffuse, opacity );
	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
	vec3 totalEmissiveRadiance = emissive;

	#include <logdepthbuf_fragment>
	#include <map_fragment>
	#include <color_fragment>
	#include <alphamap_fragment>
	#include <alphatest_fragment>
	#include <roughnessmap_fragment>
	#include <metalnessmap_fragment>
	#include <normal_fragment_begin>
	#include <normal_fragment_maps>
	#include <clearcoat_normal_fragment_begin>
	#include <clearcoat_normal_fragment_maps>
	#include <emissivemap_fragment>

	// accumulation
	#include <lights_physical_fragment>
	#include <lights_fragment_begin>
	#include <lights_fragment_maps>
	#include <lights_fragment_end>

	// modulation
	#include <aomap_fragment>

	vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
	vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;

	#include <transmission_fragment>

	vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;

	#ifdef USE_SHEEN

		// Sheen energy compensation approximation calculation can be found at the end of
		// https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
		float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );

		outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;

	#endif

	#ifdef USE_CLEARCOAT

		float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );

		vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );

		outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;

	#endif

	#include <output_fragment>
	#include <tonemapping_fragment>
	#include <encodings_fragment>
	#include <fog_fragment>
	#include <premultiplied_alpha_fragment>
	#include <dithering_fragment>

}
`;
