export default /* glsl */` #ifdef USE_MAP vec4 sampledDiffuseColor = texture2D( map, vMapUv ); #ifdef DECODE_VIDEO_TEXTURE // use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w ); #endif diffuseColor *= sampledDiffuseColor; #endif `;