/** * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ export default ` precision highp float; precision highp int; #include common #include common_frag_params #include color_frag_params #include light_frag_params #include normal_frag_params void main() { interior = !gl_FrontFacing; // TODO take dFlipSided into account #include assign_material_color #if defined(dColorType_objectPicking) || defined(dColorType_instancePicking) || defined(dColorType_groupPicking) #include check_picking_alpha gl_FragColor = material; #elif defined(dColorType_depth) gl_FragColor = material; #else #ifdef dIgnoreLight gl_FragColor = material; #else #include assign_normal #include apply_light_color #endif #include apply_interior_color #include apply_marker_color #include apply_fog #endif } `