,
                        /* glsl */ `
                        #include <project_vertex>

                        vWorldNormal = normalize(modelMatrix * vec4(normal, 0.0)).xyz;
                        vViewDirection = normalize(cameraPosition - (modelMatrix * vec4(transformed, 1.0)).xyz);
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'void main() {',
                        /* glsl */ `
                   