File: //var/www/aspa/three/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js
export default /* glsl */`
PhysicalMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
vec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );
float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );
material.roughness = max( roughnessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.
material.roughness += geometryRoughness;
material.roughness = min( material.roughness, 1.0 );
#ifdef IOR
	material.ior = ior;
	#ifdef USE_SPECULAR
		float specularIntensityFactor = specularIntensity;
		vec3 specularColorFactor = specularColor;
		#ifdef USE_SPECULAR_COLORMAP
			specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;
		#endif
		#ifdef USE_SPECULAR_INTENSITYMAP
			specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;
		#endif
		material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );
	#else
		float specularIntensityFactor = 1.0;
		vec3 specularColorFactor = vec3( 1.0 );
		material.specularF90 = 1.0;
	#endif
	material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );
#else
	material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
	material.specularF90 = 1.0;
#endif
#ifdef USE_CLEARCOAT
	material.clearcoat = clearcoat;
	material.clearcoatRoughness = clearcoatRoughness;
	material.clearcoatF0 = vec3( 0.04 );
	material.clearcoatF90 = 1.0;
	#ifdef USE_CLEARCOATMAP
		material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;
	#endif
	#ifdef USE_CLEARCOAT_ROUGHNESSMAP
		material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;
	#endif
	material.clearcoat = saturate( material.clearcoat ); // Burley clearcoat model
	material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );
	material.clearcoatRoughness += geometryRoughness;
	material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );
#endif
#ifdef USE_IRIDESCENCE
	material.iridescence = iridescence;
	material.iridescenceIOR = iridescenceIOR;
	#ifdef USE_IRIDESCENCEMAP
		material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;
	#endif
	#ifdef USE_IRIDESCENCE_THICKNESSMAP
		material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;
	#else
		material.iridescenceThickness = iridescenceThicknessMaximum;
	#endif
#endif
#ifdef USE_SHEEN
	material.sheenColor = sheenColor;
	#ifdef USE_SHEEN_COLORMAP
		material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;
	#endif
	material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );
	#ifdef USE_SHEEN_ROUGHNESSMAP
		material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;
	#endif
#endif
#ifdef USE_ANISOTROPY
	#ifdef USE_ANISOTROPYMAP
		mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );
		vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;
		vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;
	#else
		vec2 anisotropyV = anisotropyVector;
	#endif
	material.anisotropy = length( anisotropyV );
	if( material.anisotropy == 0.0 ) {
		anisotropyV = vec2( 1.0, 0.0 );
	} else {
		anisotropyV /= material.anisotropy;
		material.anisotropy = saturate( material.anisotropy );
	}
	// Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
	material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );
	material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;
	material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;
#endif
`;