Any mesh with a Default/PrincipledMaterial on it with a base or diffuse map set will sample the texture twice.
This is unacceptable from a performance point of view.
void main()
{
float qt_objectOpacity = _111.qt_material_properties.w;
vec4 qt_vertColor = vec4(1.0);
vec3 qt_view_vector = normalize(_111.qt_cameraPosition - qt_varWorldPos);
vec3 qt_world_normal = normalize(qt_varNormal);
vec3 qt_org_normal = qt_world_normal;
vec4 qt_diffuseColor = _111.qt_material_base_color * qt_vertColor;
float qt_facing = (step(0.0, dot(qt_view_vector, qt_org_normal)) * 2.0) - 1.0;
qt_org_normal *= qt_facing;
vec3 qt_specularTint = _111.qt_material_specular.xyz;
vec4 param = texture(qt_DiffuseMap_sampler, qt_DiffuseMap_uv_coords1);
vec4 qt_base_texture_color = qt_sRGBToLinear(param);
qt_diffuseColor *= qt_base_texture_color;
float qt_metalnessAmount = _111.qt_material_properties.z;
vec4 global_diffuse_light = vec4((_111.qt_light_ambient_total * (1.0 - qt_metalnessAmount)) * qt_diffuseColor.xyz, 0.0);
vec3 global_specular_light = vec3(0.0);
float qt_shadow_map_occl = 1.0;
float qt_lightAttenuation = 1.0;
float qt_aoFactor = 1.0;
float qt_roughnessAmount = _111.qt_material_properties.y;
qt_lightAttenuation = 1.0;
qt_shadow_map_occl = 1.0;
vec3 tmp_light_color = ubLights.lights[0].diffuse.xyz * (1.0 - qt_metalnessAmount);
vec3 param_1 = qt_world_normal;
vec3 param_2 = -ubLights.lights[0].direction.xyz;
vec3 param_3 = tmp_light_color;
vec3 _234 = global_diffuse_light.xyz + ((qt_diffuseColor.xyz * qt_shadow_map_occl) * qt_diffuseReflectionBSDF(param_1, param_2, param_3).xyz);
global_diffuse_light = vec4(_234.x, _234.y, _234.z, global_diffuse_light.w);
global_diffuse_light = vec4(global_diffuse_light.xyz * qt_aoFactor, qt_objectOpacity * qt_diffuseColor.w);
vec3 _257 = global_diffuse_light.xyz + (qt_diffuseColor.xyz * _111.qt_material_emissive_color);
global_diffuse_light = vec4(_257.x, _257.y, _257.z, global_diffuse_light.w);
vec4 qt_texture_color = texture(qt_DiffuseMap_sampler, qt_DiffuseMap_uv_coords1);
global_diffuse_light.w *= (_111.qt_material_base_color.w * qt_texture_color.w);
vec3 param_4 = global_diffuse_light.xyz + global_specular_light;
fragOutput = vec4(qt_tonemap(param_4), global_diffuse_light.w);
}