text: const char* lights_toon_pars_fragment =R"(
  varying vec3 vViewPosition;
  
  #ifndef FLAT_SHADED
  
  	varying vec3 vNormal;
  
  #endif
  
  
  struct ToonMaterial {
  
  	vec3 diffuseColor;
  
  };
  
  void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
  
  	vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
  
  	#ifndef PHYSICALLY_CORRECT_LIGHTS
  
  		irradiance *= PI; // punctual light
  
  	#endif
  
  	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
  
  }
  
  void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
  
  	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
  
  }
  
  #define RE_Direct				RE_Direct_Toon
  #define RE_IndirectDiffuse		RE_IndirectDiffuse_Toon
  
  #define Material_LightProbeLOD( material )	(0)
  )";