export default /* glsl */ ` #include #include #include #include #include #include #include #include void main() { #include vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vColor; #include #include #include outgoingLight = diffuseColor.rgb; #ifdef USE_COLOR_AS_ALPHA gl_FragColor = vec4( outgoingLight, diffuseColor.r ); #else gl_FragColor = vec4( outgoingLight, diffuseColor.a ); #endif #include #include } `; /* gl_FragColor = vec4(vUv.x, vUv.y, 1.0, 1.0); #ifdef USE_MAP vec4 texelColor = texture2D( map, vUv); diffuseColor *= texelColor; #endif outgoingLight = diffuseColor.rgb; gl_FragColor = vec4( outgoingLight, diffuseColor.a ); */