export const vertex = /* glsl */`
#include <common>
#include <batching_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <shadowmap_pars_vertex>

void main() {

	#include <batching_vertex>

	#include <beginnormal_vertex>
	#include <morphnormal_vertex>
	#include <skinbase_vertex>
	#include <skinnormal_vertex>
	#include <defaultnormal_vertex>

	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <skinning_vertex>
	#include <project_vertex>
	#include <logdepthbuf_vertex>

	#include <worldpos_vertex>
	#include <shadowmap_vertex>
	#include <fog_vertex>

}
`;

export const fragment = /* glsl */`
uniform vec3 color;
uniform float opacity;

#include <common>
#include <packing>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <logdepthbuf_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>

void main() {

	#include <logdepthbuf_fragment>

	gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );

	#include <tonemapping_fragment>
	#include <colorspace_fragment>
	#include <fog_fragment>

}
`;
