File: //var/www/aspa/three/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js
export default /* glsl */`
#ifdef USE_GRADIENTMAP
	uniform sampler2D gradientMap;
#endif
vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
	// dotNL will be from -1.0 to 1.0
	float dotNL = dot( normal, lightDirection );
	vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
	#ifdef USE_GRADIENTMAP
		return vec3( texture2D( gradientMap, coord ).r );
	#else
		vec2 fw = fwidth( coord ) * 0.5;
		return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );
	#endif
}
`;