<!-- SOLID CITY · part 3326 -->
lar = radiance * singleScattering;
	indirectSpecular += multiScattering * cosineWeightedIrradiance;
	vec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;
	#ifdef USE_SHEEN
		float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
		indirectSpecular *= sheenEnergyComp;
		indirectDiffuse *= sheenEnergyComp;
	#endif
	reflectedLight.indirectSpecular += indirectSpecular;
	reflectedLight.indirectDiffuse += indirectDiffuse;
}
#define RE_Direct				RE_Direct_Physical
#define RE_Direct_RectArea		RE_Direct_RectArea_Physical
#define RE_IndirectDiffuse		RE_IndirectDiffuse_Physical
#define RE_IndirectSpecular		RE_IndirectSpecular_Physical
float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
	return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
}`,U0=`
vec3 geometryPosition = - vViewPosition;
vec3 geometryNormal = normal;
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
vec3 geometryClearcoatNormal = vec3( 0.0 );
#ifdef USE_CLEARCOAT
	geometryClearcoatNormal = clearcoatNormal;
#endif
#ifdef USE_IRIDESCENCE
	float dotNVi = saturate( dot( normal, geometryViewDir ) );
	if ( material.iridescenceThickness == 0.0 ) {
		material.iridescence = 0.0;
	} else {
		material.iridescence = saturate( material.iridescence );
	}
	if ( material.iridescence > 0.0 ) {
		vec3 iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
		vec3 iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );
		material.iridescenceFresnel = mix( iridescenceFresnelDielectric, iridescenceFresnelMetallic, material.metalness );
		material.iridescenceF0Dielectric = Schlick_to_F0( iridescenceFresnelDielectric, 1.0, dotNVi );
		material.iridescenceF0Metallic = Schlick_to_F0( iridescenceFresnelMetallic, 1.0, dotNVi );
	}
#endif
#ifdef STANDARD
	float dotNVms = saturate( dot( geometryNormal, geometryViewDir ) );
	material.dfg = texture2D( dfgLUT, vec2( material.roughness, dotNVms ) ).rg;
	#if ( NUM_SUN_LIGHTS > 0 || NUM_DIR_LIGHTS > 0 || NUM_POINT_LIGHTS > 0 || NUM_SPOT_LIGHTS > 0 )
		float EssMs = material.dfg.x + material.dfg.y;
		material.multiScatteringCompensation = 1.0 + material.specularColorBlended * ( 1.0 / EssMs - 1.0 );
	#endif
#endif
IncidentLight directLight;
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
	PointLight pointLight;
	#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
	PointLightShadow pointLightShadow;
	#endif
	#pragma unroll_loop_start
	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
		pointLight = pointLights[ i ];
		getPointLightInfo( pointLight, geometryPosition, directLight );
		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )
		pointLightShadow = pointLightShadows[ i ];
		directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
		#endif
		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
	}
	#pragma unroll_loop_end
#endif
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
	SpotLight spotLight;
	vec4 spotColor;
	vec3 spotLightCoord;
	bool inSpotLightMap;
	#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
	SpotLightShadow spotLightShadow;
	#endif
	#pragma unroll_loop_start
	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
		spotLight = spotLights[ i ];
		getSpotLightInfo( spotLight, geometryPosition, directLight );
		#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
		#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
		#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
		#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
		#else
		#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
		#endif
		#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
			spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
			inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
			spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
			directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
		#endif
		#undef SPOT_LIGHT_MAP_INDEX
		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
		spotLightShadow = spotLightSh