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@@ -8872,6 +8872,52 @@ var spine;
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clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
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var clippedVertices = new Float32Array(clipper.clippedVertices);
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var clippedTriangles = clipper.clippedTriangles;
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+ if (this.vertexEffect != null) {
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+ var vertexEffect = this.vertexEffect;
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+ var verts = clippedVertices;
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+ if (!twoColorTint) {
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+ for (var v = 0, n_3 = clippedVertices.length; v < n_3; v += vertexSize) {
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+ tempPos.x = verts[v];
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+ tempPos.y = verts[v + 1];
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+ tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
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+ tempUv.x = verts[v + 6];
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+ tempUv.y = verts[v + 7];
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+ tempDark.set(0, 0, 0, 0);
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+ vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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+ verts[v] = tempPos.x;
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+ verts[v + 1] = tempPos.y;
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+ verts[v + 2] = tempLight.r;
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+ verts[v + 3] = tempLight.g;
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+ verts[v + 4] = tempLight.b;
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+ verts[v + 5] = tempLight.a;
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+ verts[v + 6] = tempUv.x;
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+ verts[v + 7] = tempUv.y;
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+ }
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+ }
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+ else {
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+ for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) {
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+ tempPos.x = verts[v];
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+ tempPos.y = verts[v + 1];
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+ tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
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+ tempUv.x = verts[v + 6];
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+ tempUv.y = verts[v + 7];
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+ tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
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+ vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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+ verts[v] = tempPos.x;
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+ verts[v + 1] = tempPos.y;
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+ verts[v + 2] = tempLight.r;
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+ verts[v + 3] = tempLight.g;
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+ verts[v + 4] = tempLight.b;
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+ verts[v + 5] = tempLight.a;
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+ verts[v + 6] = tempUv.x;
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+ verts[v + 7] = tempUv.y;
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+ verts[v + 8] = tempDark.r;
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+ verts[v + 9] = tempDark.g;
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+ verts[v + 10] = tempDark.b;
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+ verts[v + 11] = tempDark.a;
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+ }
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+ }
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+ }
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batcher.draw(texture, clippedVertices, clippedTriangles);
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}
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else {
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@@ -8879,7 +8925,7 @@ var spine;
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if (this.vertexEffect != null) {
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var vertexEffect = this.vertexEffect;
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if (!twoColorTint) {
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- for (var v = 0, u = 0, n_3 = renderable.numFloats; v < n_3; v += vertexSize, u += 2) {
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+ for (var v = 0, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempUv.x = uvs[u];
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@@ -8898,7 +8944,7 @@ var spine;
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}
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}
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else {
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- for (var v = 0, u = 0, n_4 = renderable.numFloats; v < n_4; v += vertexSize, u += 2) {
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+ for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempUv.x = uvs[u];
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@@ -8923,7 +8969,7 @@ var spine;
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}
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else {
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if (!twoColorTint) {
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- for (var v = 2, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
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+ for (var v = 2, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) {
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verts[v] = finalColor.r;
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verts[v + 1] = finalColor.g;
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verts[v + 2] = finalColor.b;
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@@ -8933,7 +8979,7 @@ var spine;
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}
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}
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else {
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- for (var v = 2, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
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+ for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) {
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verts[v] = finalColor.r;
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verts[v + 1] = finalColor.g;
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verts[v + 2] = finalColor.b;
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@@ -9312,7 +9358,7 @@ var spine;
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}
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else {
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var verts = vertices;
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- for (var v = 2, u = 0, n_7 = numFloats; v < n_7; v += vertexSize, u += 2) {
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+ for (var v = 2, u = 0, n_9 = numFloats; v < n_9; v += vertexSize, u += 2) {
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verts[v] = color.r;
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verts[v + 1] = color.g;
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verts[v + 2] = color.b;
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