#define PHONG

uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;

#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_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_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 <logdepthbuf_fragment>
	#include <map_fragment>
	#include <color_fragment>
	#include <alphamap_fragment>
	#include <alphatest_fragment>
	#include <specularmap_fragment>
	#include <normal_fragment_begin>
	#include <normal_fragment_maps>
	#include <emissivemap_fragment>

	// accumulation
	#include <lights_phong_fragment>
	#include <lights_fragment_begin>
	#include <lights_fragment_maps>
	#include <lights_fragment_end>

	// modulation
	#include <aomap_fragment>

	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + 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>

}
