                      vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
                            reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
                        }

                        void main() {
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        '#include <lights_fragment_begin>',
                        ShaderChunk.lights_fragment