precision highp float;
precision highp int;
#define SHADER_NAME MeshPhongMaterial
#define GAMMA_FACTOR 2
#define USE_SHADOWMAP
#define SHADOWMAP_TYPE_PCF_SOFT
uniform mat4 viewMatrix;
uniform vec3 cameraPosition;
#define TONE_MAPPING
#ifndef saturate
	#define saturate(a) clamp( a, 0.0, 1.0 )
#endif
uniform float toneMappingExposure;
uniform float toneMappingWhitePoint;
vec3 LinearToneMapping( vec3 color ) {
	return toneMappingExposure * color;
}
vec3 ReinhardToneMapping( vec3 color ) {
	color *= toneMappingExposure;
	return saturate( color / ( vec3( 1.0 ) + color ) );
}
#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
vec3 Uncharted2ToneMapping( vec3 color ) {
	color *= toneMappingExposure;
	return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
}
vec3 OptimizedCineonToneMapping( vec3 color ) {
	color *= toneMappingExposure;
	color = max( vec3( 0.0 ), color - 0.004 );
	return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
}
vec3 ACESFilmicToneMapping( vec3 color ) {
	color *= toneMappingExposure;
	return saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );
}
vec3 toneMapping( vec3 color ) { return LinearToneMapping( color ); }

vec4 LinearToLinear( in vec4 value ) {
	return value;
}
vec4 GammaToLinear( in vec4 value, in float gammaFactor ) {
	return vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );
}
vec4 LinearToGamma( in vec4 value, in float gammaFactor ) {
	return vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );
}
vec4 sRGBToLinear( in vec4 value ) {
	return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
}
vec4 LinearTosRGB( in vec4 value ) {
	return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}
vec4 RGBEToLinear( in vec4 value ) {
	return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );
}
vec4 LinearToRGBE( in vec4 value ) {
	float maxComponent = max( max( value.r, value.g ), value.b );
	float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );
	return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );
}
vec4 RGBMToLinear( in vec4 value, in float maxRange ) {
	return vec4( value.rgb * value.a * maxRange, 1.0 );
}
vec4 LinearToRGBM( in vec4 value, in float maxRange ) {
	float maxRGB = max( value.r, max( value.g, value.b ) );
	float M = clamp( maxRGB / maxRange, 0.0, 1.0 );
	M = ceil( M * 255.0 ) / 255.0;
	return vec4( value.rgb / ( M * maxRange ), M );
}
vec4 RGBDToLinear( in vec4 value, in float maxRange ) {
	return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );
}
vec4 LinearToRGBD( in vec4 value, in float maxRange ) {
	float maxRGB = max( value.r, max( value.g, value.b ) );
	float D = max( maxRange / maxRGB, 1.0 );
	D = min( floor( D ) / 255.0, 1.0 );
	return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
}
const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );
vec4 LinearToLogLuv( in vec4 value )  {
	vec3 Xp_Y_XYZp = cLogLuvM * value.rgb;
	Xp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );
	vec4 vResult;
	vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
	float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
	vResult.w = fract( Le );
	vResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;
	return vResult;
}
const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );
vec4 LogLuvToLinear( in vec4 value ) {
	float Le = value.z * 255.0 + value.w;
	vec3 Xp_Y_XYZp;
	Xp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );
	Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
	Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
	vec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;
	return vec4( max( vRGB, 0.0 ), 1.0 );
}
vec4 mapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
vec4 matcapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
vec4 envMapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
vec4 emissiveMapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
vec4 linearToOutputTexel( vec4 value ) { return LinearToLinear( value ); }

#define PHONG
uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;
#define PI 3.14159265359
#define PI2 6.28318530718
#define PI_HALF 1.5707963267949
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
#define LOG2 1.442695
#define EPSILON 1e-6
#define saturate(a) clamp( a, 0.0, 1.0 )
#define whiteCompliment(a) ( 1.0 - saturate( a ) )
float pow2( const in float x ) { return x*x; }
float pow3( const in float x ) { return x*x*x; }
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }
highp float rand( const in vec2 uv ) {
	const highp float a = 12.9898, b = 78.233, c = 43758.5453;
	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
	return fract(sin(sn) * c);
}
struct IncidentLight {
	vec3 color;
	vec3 direction;
	bool visible;
};
struct ReflectedLight {
	vec3 directDiffuse;
	vec3 directSpecular;
	vec3 indirectDiffuse;
	vec3 indirectSpecular;
};
struct GeometricContext {
	vec3 position;
	vec3 normal;
	vec3 viewDir;
};
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
}
vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
	float distance = dot( planeNormal, point - pointOnPlane );
	return - distance * planeNormal + point;
}
float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
	return sign( dot( point - pointOnPlane, planeNormal ) );
}
vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
	return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;
}
mat3 transposeMat3( const in mat3 m ) {
	mat3 tmp;
	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
	return tmp;
}
float linearToRelativeLuminance( const in vec3 color ) {
	vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );
	return dot( weights, color.rgb );
}
vec3 packNormalToRGB( const in vec3 normal ) {
	return normalize( normal ) * 0.5 + 0.5;
}
vec3 unpackRGBToNormal( const in vec3 rgb ) {
	return 2.0 * rgb.xyz - 1.0;
}
const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;
const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );
const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
const float ShiftRight8 = 1. / 256.;
vec4 packDepthToRGBA( const in float v ) {
	vec4 r = vec4( fract( v * PackFactors ), v );
	r.yzw -= r.xyz * ShiftRight8;	return r * PackUpscale;
}
float unpackRGBAToDepth( const in vec4 v ) {
	return dot( v, UnpackFactors );
}
float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
	return ( viewZ + near ) / ( near - far );
}
float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
	return linearClipZ * ( near - far ) - near;
}
float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
	return (( near + viewZ ) * far ) / (( far - near ) * viewZ );
}
float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {
	return ( near * far ) / ( ( far - near ) * invClipZ - far );
}
#if defined( DITHERING )
	vec3 dithering( vec3 color ) {
		float grid_position = rand( gl_FragCoord.xy );
		vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
		dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
		return color + dither_shift_RGB;
	}
#endif
#ifdef USE_COLOR
	varying vec3 vColor;
#endif
#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )
	varying vec2 vUv;
#endif
#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
	varying vec2 vUv2;
#endif
#ifdef USE_MAP
	uniform sampler2D map;
#endif
#ifdef USE_ALPHAMAP
	uniform sampler2D alphaMap;
#endif
#ifdef USE_AOMAP
	uniform sampler2D aoMap;
	uniform float aoMapIntensity;
#endif
#ifdef USE_LIGHTMAP
	uniform sampler2D lightMap;
	uniform float lightMapIntensity;
#endif
#ifdef USE_EMISSIVEMAP
	uniform sampler2D emissiveMap;
#endif
#if defined( USE_ENVMAP ) || defined( PHYSICAL )
	uniform float reflectivity;
	uniform float envMapIntensity;
#endif
#ifdef USE_ENVMAP
	#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
		varying vec3 vWorldPosition;
	#endif
	#ifdef ENVMAP_TYPE_CUBE
		uniform samplerCube envMap;
	#else
		uniform sampler2D envMap;
	#endif
	uniform float flipEnvMap;
	uniform int maxMipLevel;
	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
		uniform float refractionRatio;
	#else
		varying vec3 vReflect;
	#endif
#endif
#ifdef TOON
	uniform sampler2D gradientMap;
	vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
		float dotNL = dot( normal, lightDirection );
		vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
		#ifdef USE_GRADIENTMAP
			return texture2D( gradientMap, coord ).rgb;
		#else
			return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );
		#endif
	}
#endif
#ifdef USE_FOG
	uniform vec3 fogColor;
	varying float fogDepth;
	#ifdef FOG_EXP2
		uniform float fogDensity;
	#else
		uniform float fogNear;
		uniform float fogFar;
	#endif
#endif
vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {
	const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
	const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
	vec4 r = roughness * c0 + c1;
	float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
	return vec2( -1.04, 1.04 ) * a004 + r.zw;
}
float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
	float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
	if( cutoffDistance > 0.0 ) {
		distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
	}
	return distanceFalloff;
#else
	if( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
		return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );
	}
	return 1.0;
#endif
}
vec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {
	return RECIPROCAL_PI * diffuseColor;
}
vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
	float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );
	return ( 1.0 - specularColor ) * fresnel + specularColor;
}
vec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {
	float fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );
	vec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;
	return Fr * fresnel + F0;
}
float G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {
	float a2 = pow2( alpha );
	float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
	float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
	return 1.0 / ( gl * gv );
}
float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
	float a2 = pow2( alpha );
	float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
	float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
	return 0.5 / max( gv + gl, EPSILON );
}
float D_GGX( const in float alpha, const in float dotNH ) {
	float a2 = pow2( alpha );
	float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;
	return RECIPROCAL_PI * a2 / pow2( denom );
}
vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
	float alpha = pow2( roughness );
	vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
	float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );
	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
	float dotNH = saturate( dot( geometry.normal, halfDir ) );
	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
	vec3 F = F_Schlick( specularColor, dotLH );
	float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );
	float D = D_GGX( alpha, dotNH );
	return F * ( G * D );
}
vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
	const float LUT_SIZE  = 64.0;
	const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
	const float LUT_BIAS  = 0.5 / LUT_SIZE;
	float dotNV = saturate( dot( N, V ) );
	vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
	uv = uv * LUT_SCALE + LUT_BIAS;
	return uv;
}
float LTC_ClippedSphereFormFactor( const in vec3 f ) {
	float l = length( f );
	return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
}
vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
	float x = dot( v1, v2 );
	float y = abs( x );
	float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
	float b = 3.4175940 + ( 4.1616724 + y ) * y;
	float v = a / b;
	float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
	return cross( v1, v2 ) * theta_sintheta;
}
vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
	vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
	vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
	vec3 lightNormal = cross( v1, v2 );
	if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
	vec3 T1, T2;
	T1 = normalize( V - N * dot( V, N ) );
	T2 = - cross( N, T1 );
	mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
	vec3 coords[ 4 ];
	coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
	coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
	coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
	coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
	coords[ 0 ] = normalize( coords[ 0 ] );
	coords[ 1 ] = normalize( coords[ 1 ] );
	coords[ 2 ] = normalize( coords[ 2 ] );
	coords[ 3 ] = normalize( coords[ 3 ] );
	vec3 vectorFormFactor = vec3( 0.0 );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
	return vec3( result );
}
vec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
	vec2 brdf = integrateSpecularBRDF( dotNV, roughness );
	return specularColor * brdf.x + brdf.y;
}
void BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
	vec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );
	vec2 brdf = integrateSpecularBRDF( dotNV, roughness );
	vec3 FssEss = F * brdf.x + brdf.y;
	float Ess = brdf.x + brdf.y;
	float Ems = 1.0 - Ess;
	vec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;	vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
	singleScatter += FssEss;
	multiScatter += Fms * Ems;
}
float G_BlinnPhong_Implicit( ) {
	return 0.25;
}
float D_BlinnPhong( const in float shininess, const in float dotNH ) {
	return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
}
vec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {
	vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
	float dotNH = saturate( dot( geometry.normal, halfDir ) );
	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
	vec3 F = F_Schlick( specularColor, dotLH );
	float G = G_BlinnPhong_Implicit( );
	float D = D_BlinnPhong( shininess, dotNH );
	return F * ( G * D );
}
float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {
	return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );
}
float BlinnExponentToGGXRoughness( const in float blinnExponent ) {
	return sqrt( 2.0 / ( blinnExponent + 2.0 ) );
}
uniform vec3 ambientLightColor;
uniform vec3 lightProbe[ 9 ];
vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
	float x = normal.x, y = normal.y, z = normal.z;
	vec3 result = shCoefficients[ 0 ] * 0.886227;
	result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
	result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
	result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
	result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
	result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
	result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
	result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
	result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
	return result;
}
vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {
	vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
	vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );
	return irradiance;
}
vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
	vec3 irradiance = ambientLightColor;
	#ifndef PHYSICALLY_CORRECT_LIGHTS
		irradiance *= PI;
	#endif
	return irradiance;
}
#if 1 > 0
	struct DirectionalLight {
		vec3 direction;
		vec3 color;
		int shadow;
		float shadowBias;
		float shadowRadius;
		vec2 shadowMapSize;
	};
	uniform DirectionalLight directionalLights[ 1 ];
	void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {
		directLight.color = directionalLight.color;
		directLight.direction = directionalLight.direction;
		directLight.visible = true;
	}
#endif
#if 0 > 0
	struct PointLight {
		vec3 position;
		vec3 color;
		float distance;
		float decay;
		int shadow;
		float shadowBias;
		float shadowRadius;
		vec2 shadowMapSize;
		float shadowCameraNear;
		float shadowCameraFar;
	};
	uniform PointLight pointLights[ 0 ];
	void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {
		vec3 lVector = pointLight.position - geometry.position;
		directLight.direction = normalize( lVector );
		float lightDistance = length( lVector );
		directLight.color = pointLight.color;
		directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );
		directLight.visible = ( directLight.color != vec3( 0.0 ) );
	}
#endif
#if 0 > 0
	struct SpotLight {
		vec3 position;
		vec3 direction;
		vec3 color;
		float distance;
		float decay;
		float coneCos;
		float penumbraCos;
		int shadow;
		float shadowBias;
		float shadowRadius;
		vec2 shadowMapSize;
	};
	uniform SpotLight spotLights[ 0 ];
	void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {
		vec3 lVector = spotLight.position - geometry.position;
		directLight.direction = normalize( lVector );
		float lightDistance = length( lVector );
		float angleCos = dot( directLight.direction, spotLight.direction );
		if ( angleCos > spotLight.coneCos ) {
			float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );
			directLight.color = spotLight.color;
			directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );
			directLight.visible = true;
		} else {
			directLight.color = vec3( 0.0 );
			directLight.visible = false;
		}
	}
#endif
#if 0 > 0
	struct RectAreaLight {
		vec3 color;
		vec3 position;
		vec3 halfWidth;
		vec3 halfHeight;
	};
	uniform sampler2D ltc_1;	uniform sampler2D ltc_2;
	uniform RectAreaLight rectAreaLights[ 0 ];
#endif
#if 0 > 0
	struct HemisphereLight {
		vec3 direction;
		vec3 skyColor;
		vec3 groundColor;
	};
	uniform HemisphereLight hemisphereLights[ 0 ];
	vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {
		float dotNL = dot( geometry.normal, hemiLight.direction );
		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
		vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
		#ifndef PHYSICALLY_CORRECT_LIGHTS
			irradiance *= PI;
		#endif
		return irradiance;
	}
#endif
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
	varying vec3 vNormal;
#endif
struct BlinnPhongMaterial {
	vec3	diffuseColor;
	vec3	specularColor;
	float	specularShininess;
	float	specularStrength;
};
void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
	#ifdef TOON
		vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
	#else
		float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
		vec3 irradiance = dotNL * directLight.color;
	#endif
	#ifndef PHYSICALLY_CORRECT_LIGHTS
		irradiance *= PI;
	#endif
	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
	reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
}
void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
}
#define RE_Direct				RE_Direct_BlinnPhong
#define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong
#define Material_LightProbeLOD( material )	(0)
#ifdef USE_SHADOWMAP
	#if 1 > 0
		uniform sampler2D directionalShadowMap[ 1 ];
		varying vec4 vDirectionalShadowCoord[ 1 ];
	#endif
	#if 0 > 0
		uniform sampler2D spotShadowMap[ 0 ];
		varying vec4 vSpotShadowCoord[ 0 ];
	#endif
	#if 0 > 0
		uniform sampler2D pointShadowMap[ 0 ];
		varying vec4 vPointShadowCoord[ 0 ];
	#endif
	float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
		return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
	}
	float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {
		const vec2 offset = vec2( 0.0, 1.0 );
		vec2 texelSize = vec2( 1.0 ) / size;
		vec2 centroidUV = floor( uv * size + 0.5 ) / size;
		float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );
		float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );
		float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );
		float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );
		vec2 f = fract( uv * size + 0.5 );
		float a = mix( lb, lt, f.y );
		float b = mix( rb, rt, f.y );
		float c = mix( a, b, f.x );
		return c;
	}
	float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
		float shadow = 1.0;
		shadowCoord.xyz /= shadowCoord.w;
		shadowCoord.z += shadowBias;
		bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
		bool inFrustum = all( inFrustumVec );
		bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
		bool frustumTest = all( frustumTestVec );
		if ( frustumTest ) {
		#if defined( SHADOWMAP_TYPE_PCF )
			vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
			float dx0 = - texelSize.x * shadowRadius;
			float dy0 = - texelSize.y * shadowRadius;
			float dx1 = + texelSize.x * shadowRadius;
			float dy1 = + texelSize.y * shadowRadius;
			float dx2 = dx0 / 2.0;
			float dy2 = dy0 / 2.0;
			float dx3 = dx1 / 2.0;
			float dy3 = dy1 / 2.0;
			shadow = (
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
			) * ( 1.0 / 17.0 );
		#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
			vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
			float dx0 = - texelSize.x * shadowRadius;
			float dy0 = - texelSize.y * shadowRadius;
			float dx1 = + texelSize.x * shadowRadius;
			float dy1 = + texelSize.y * shadowRadius;
			shadow = (
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
			) * ( 1.0 / 9.0 );
		#else
			shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
		#endif
		}
		return shadow;
	}
	vec2 cubeToUV( vec3 v, float texelSizeY ) {
		vec3 absV = abs( v );
		float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
		absV *= scaleToCube;
		v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
		vec2 planar = v.xy;
		float almostATexel = 1.5 * texelSizeY;
		float almostOne = 1.0 - almostATexel;
		if ( absV.z >= almostOne ) {
			if ( v.z > 0.0 )
				planar.x = 4.0 - v.x;
		} else if ( absV.x >= almostOne ) {
			float signX = sign( v.x );
			planar.x = v.z * signX + 2.0 * signX;
		} else if ( absV.y >= almostOne ) {
			float signY = sign( v.y );
			planar.x = v.x + 2.0 * signY + 2.0;
			planar.y = v.z * signY - 2.0;
		}
		return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
	}
	float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
		vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
		vec3 lightToPosition = shadowCoord.xyz;
		float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );		dp += shadowBias;
		vec3 bd3D = normalize( lightToPosition );
		#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )
			vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
			return (
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
			) * ( 1.0 / 9.0 );
		#else
			return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
		#endif
	}
#endif
#ifdef USE_BUMPMAP
	uniform sampler2D bumpMap;
	uniform float bumpScale;
	vec2 dHdxy_fwd() {
		vec2 dSTdx = dFdx( vUv );
		vec2 dSTdy = dFdy( vUv );
		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;
		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;
		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;
		return vec2( dBx, dBy );
	}
	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {
		vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );
		vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );
		vec3 vN = surf_norm;
		vec3 R1 = cross( vSigmaY, vN );
		vec3 R2 = cross( vN, vSigmaX );
		float fDet = dot( vSigmaX, R1 );
		fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
		return normalize( abs( fDet ) * surf_norm - vGrad );
	}
#endif
#ifdef USE_NORMALMAP
	uniform sampler2D normalMap;
	uniform vec2 normalScale;
	#ifdef OBJECTSPACE_NORMALMAP
		uniform mat3 normalMatrix;
	#else
		vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {
			vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
			vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
			vec2 st0 = dFdx( vUv.st );
			vec2 st1 = dFdy( vUv.st );
			float scale = sign( st1.t * st0.s - st0.t * st1.s );
			vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
			vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
			vec3 N = normalize( surf_norm );
			mat3 tsn = mat3( S, T, N );
			vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
			mapN.xy *= normalScale;
			mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
			return normalize( tsn * mapN );
		}
	#endif
#endif
#ifdef USE_SPECULARMAP
	uniform sampler2D specularMap;
#endif
#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
	uniform float logDepthBufFC;
	varying float vFragDepth;
#endif
#if 0 > 0
	#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
		varying vec3 vViewPosition;
	#endif
	uniform vec4 clippingPlanes[ 0 ];
#endif
void main() {
#if 0 > 0
	vec4 plane;
	
	#if 0 < 0
		bool clipped = true;
		
		if ( clipped ) discard;
	#endif
#endif
	vec4 diffuseColor = vec4( diffuse, opacity );
	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
	vec3 totalEmissiveRadiance = emissive;
#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
	gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;
#endif
#ifdef USE_MAP
	vec4 texelColor = texture2D( map, vUv );
	texelColor = mapTexelToLinear( texelColor );
	diffuseColor *= texelColor;
#endif
#ifdef USE_COLOR
	diffuseColor.rgb *= vColor;
#endif
#ifdef USE_ALPHAMAP
	diffuseColor.a *= texture2D( alphaMap, vUv ).g;
#endif
#ifdef ALPHATEST
	if ( diffuseColor.a < ALPHATEST ) discard;
#endif
float specularStrength;
#ifdef USE_SPECULARMAP
	vec4 texelSpecular = texture2D( specularMap, vUv );
	specularStrength = texelSpecular.r;
#else
	specularStrength = 1.0;
#endif
#ifdef FLAT_SHADED
	vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );
	vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );
	vec3 normal = normalize( cross( fdx, fdy ) );
#else
	vec3 normal = normalize( vNormal );
	#ifdef DOUBLE_SIDED
		normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
	#endif
	#ifdef USE_TANGENT
		vec3 tangent = normalize( vTangent );
		vec3 bitangent = normalize( vBitangent );
		#ifdef DOUBLE_SIDED
			tangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
			bitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
		#endif
	#endif
#endif
#ifdef USE_NORMALMAP
	#ifdef OBJECTSPACE_NORMALMAP
		normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
		#ifdef FLIP_SIDED
			normal = - normal;
		#endif
		#ifdef DOUBLE_SIDED
			normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
		#endif
		normal = normalize( normalMatrix * normal );
	#else
		#ifdef USE_TANGENT
			mat3 vTBN = mat3( tangent, bitangent, normal );
			vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
			mapN.xy = normalScale * mapN.xy;
			normal = normalize( vTBN * mapN );
		#else
			normal = perturbNormal2Arb( -vViewPosition, normal );
		#endif
	#endif
#elif defined( USE_BUMPMAP )
	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
#endif
#ifdef USE_EMISSIVEMAP
	vec4 emissiveColor = texture2D( emissiveMap, vUv );
	emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;
	totalEmissiveRadiance *= emissiveColor.rgb;
#endif
BlinnPhongMaterial material;
material.diffuseColor = diffuseColor.rgb;
material.specularColor = specular;
material.specularShininess = shininess;
material.specularStrength = specularStrength;

GeometricContext geometry;
geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = normalize( vViewPosition );
IncidentLight directLight;
#if ( 0 > 0 ) && defined( RE_Direct )
	PointLight pointLight;
	
#endif
#if ( 0 > 0 ) && defined( RE_Direct )
	SpotLight spotLight;
	
#endif
#if ( 1 > 0 ) && defined( RE_Direct )
	DirectionalLight directionalLight;
	
		directionalLight = directionalLights[ 0 ];
		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
		#ifdef USE_SHADOWMAP
		directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ 0 ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ 0 ] ) : 1.0;
		#endif
		RE_Direct( directLight, geometry, material, reflectedLight );
	
#endif
#if ( 0 > 0 ) && defined( RE_Direct_RectArea )
	RectAreaLight rectAreaLight;
	
#endif
#if defined( RE_IndirectDiffuse )
	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
	irradiance += getLightProbeIrradiance( lightProbe, geometry );
	#if ( 0 > 0 )
		
	#endif
#endif
#if defined( RE_IndirectSpecular )
	vec3 radiance = vec3( 0.0 );
	vec3 clearCoatRadiance = vec3( 0.0 );
#endif
#if defined( RE_IndirectDiffuse )
	#ifdef USE_LIGHTMAP
		vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
		#ifndef PHYSICALLY_CORRECT_LIGHTS
			lightMapIrradiance *= PI;
		#endif
		irradiance += lightMapIrradiance;
	#endif
	#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
		irradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );
	#endif
#endif
#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
	radiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );
	#ifndef STANDARD
		clearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
	#endif
#endif
#if defined( RE_IndirectDiffuse )
	RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
#endif
#if defined( RE_IndirectSpecular )
	RE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );
#endif
#ifdef USE_AOMAP
	float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;
	reflectedLight.indirectDiffuse *= ambientOcclusion;
	#if defined( USE_ENVMAP ) && defined( PHYSICAL )
		float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );
	#endif
#endif
	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
#ifdef USE_ENVMAP
	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
		#ifdef ENVMAP_MODE_REFLECTION
			vec3 reflectVec = reflect( cameraToVertex, worldNormal );
		#else
			vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
		#endif
	#else
		vec3 reflectVec = vReflect;
	#endif
	#ifdef ENVMAP_TYPE_CUBE
		vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
	#elif defined( ENVMAP_TYPE_EQUIREC )
		vec2 sampleUV;
		reflectVec = normalize( reflectVec );
		sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
		sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
		vec4 envColor = texture2D( envMap, sampleUV );
	#elif defined( ENVMAP_TYPE_SPHERE )
		reflectVec = normalize( reflectVec );
		vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
		vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
	#else
		vec4 envColor = vec4( 0.0 );
	#endif
	envColor = envMapTexelToLinear( envColor );
	#ifdef ENVMAP_BLENDING_MULTIPLY
		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
	#elif defined( ENVMAP_BLENDING_MIX )
		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
	#elif defined( ENVMAP_BLENDING_ADD )
		outgoingLight += envColor.xyz * specularStrength * reflectivity;
	#endif
#endif
	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#if defined( TONE_MAPPING )
	gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
#endif
gl_FragColor = linearToOutputTexel( gl_FragColor );
#ifdef USE_FOG
	#ifdef FOG_EXP2
		float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );
	#else
		float fogFactor = smoothstep( fogNear, fogFar, fogDepth );
	#endif
	gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
#endif
#ifdef PREMULTIPLIED_ALPHA
	gl_FragColor.rgb *= gl_FragColor.a;
#endif
#if defined( DITHERING )
	gl_FragColor.rgb = dithering( gl_FragColor.rgb );
#endif
}