  uniform float fresnelPower;

                        in vec3 vWorldNormal;
                        in vec3 vViewDirection;

                        ${fresnel}

                        void main() {
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'vec3 totalEmissiveRadiance = emissive;',
                        /* glsl */ `
                        vec3 totalEmissiveRadiance = emissive;

                    