File: //var/www/aspa/three/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
export default /* glsl */`
#ifdef USE_AOMAP
	// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
	float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;
	reflectedLight.indirectDiffuse *= ambientOcclusion;
	#if defined( USE_CLEARCOAT ) 
		clearcoatSpecularIndirect *= ambientOcclusion;
	#endif
	#if defined( USE_SHEEN ) 
		sheenSpecularIndirect *= ambientOcclusion;
	#endif
	#if defined( USE_ENVMAP ) && defined( STANDARD )
		float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
	#endif
#endif
`;