text: export default /* glsl */`
  uniform vec3 diffuse;
  uniform vec3 emissive;
  uniform float opacity;
  
  varying vec3 vLightFront;
  varying vec3 vIndirectFront;
  
  #ifdef DOUBLE_SIDED
  	varying vec3 vLightBack;
  	varying vec3 vIndirectBack;
  #endif
  
  
  #include <common>
  #include <packing>
  #include <dithering_pars_fragment>
  #include <color_pars_fragment>
  #include <uv_pars_fragment>
  #include <uv2_pars_fragment>
  #include <map_pars_fragment>
  #include <alphamap_pars_fragment>
  #include <aomap_pars_fragment>
  #include <lightmap_pars_fragment>
  #include <emissivemap_pars_fragment>
  #include <envmap_common_pars_fragment>
  #include <envmap_pars_fragment>
  #include <bsdfs>
  #include <lights_pars_begin>
  #include <fog_pars_fragment>
  #include <shadowmap_pars_fragment>
  #include <shadowmask_pars_fragment>
  #include <specularmap_pars_fragment>
  #include <logdepthbuf_pars_fragment>
  #include <clipping_planes_pars_fragment>
  #include <dissolution_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 <content_fragment>
  	#include <logdepthbuf_fragment>
  	#include <map_fragment>
  	#include <color_fragment>
  	#include <alphamap_fragment>
  	#include <alphatest_fragment>
  	#include <specularmap_fragment>
  	#include <emissivemap_fragment>
  
  	// accumulation
  	reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );
  
  	#ifdef DOUBLE_SIDED
  
  		reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
  
  	#else
  
  		reflectedLight.indirectDiffuse += vIndirectFront;
  
  	#endif
  
  	#include <lightmap_fragment>
  
  	reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
  
  	#ifdef DOUBLE_SIDED
  
  		reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
  
  	#else
  
  		reflectedLight.directDiffuse = vLightFront;
  
  	#endif
  
  	reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();
  
  	// modulation
  	#include <aomap_fragment>
  
  	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
  
  	#include <envmap_fragment>
  
  	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
  
  	#include <tonemapping_fragment>
  	#include <encodings_fragment>
  	#include <fog_fragment>
  	#include <premultiplied_alpha_fragment>
  	#include <dithering_fragment>
  
  	#include <dissolutionmap_fragment>
  	#include <content_pick_fragment>
  }
  `;
  