text: export default /* glsl */`
  #ifdef USE_LIGHTMAP
  
  	vec4 lightMapTexel= texture2D( lightMap, vUv2 );
  	reflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
  
  #endif
  `;
  