export default /* glsl */`
#ifdef MAPCOLOR
uniform vec3 material_diffuse;
#endif

#ifdef MAPTEXTURE
uniform sampler2D texture_diffuseMap;
#endif

void getAlbedo() {
    dAlbedo = vec3(1.0);

    #ifdef MAPCOLOR
    dAlbedo *= material_diffuse.rgb;
    #endif

    #ifdef MAPTEXTURE
    dAlbedo *= gammaCorrectInput(addAlbedoDetail(texture2D(texture_diffuseMap, $UV).$CH));
    #endif

    #ifdef MAPVERTEX
    dAlbedo *= gammaCorrectInput(saturate(vVertexColor.$VC));
    #endif
}
`;
