        #ifdef HILO_IS_WEBGL2
              layout(location = 1) out highp vec4 hilo_FragData1;
              layout(location = 2) out highp vec4 hilo_FragData2;
              layout(location = 3) out highp vec4 hilo_FragData3;
            #endif

            uniform sampler2D u_diffuse;

            varying vec2 v_texcoord0;
            varying vec3 v_normal;
            varying vec3 v_fragPos;

            void main() {
              vec3 diffuse = texture2D(u_diffuse, v_texcoord0).rgb;
              gl_F