otalEmissiveRadiance = emissive;

                        float fresnel = getFresnel(vViewDirection, vWorldNormal, fresnelPower);
                        totalEmissiveRadiance += (fresnel * fresnelColor) * 0.2;
                        `
                    );
                };

                const glowMesh = new Mesh(geometry, glowMaterial);
                glowMesh.position.copy(mesh.position);
                glowMesh.scale.copy(mesh.scale);
                glowMesh.layers.set(layers.glow);
           