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@@ -38,23 +38,23 @@ import { Vector2 } from "../math/Vector2.js";
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import { Vector3 } from "../math/Vector3.js";
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import { WebGLRenderTarget } from "../renderers/WebGLRenderTarget.js";
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-var LOD_MIN = 4;
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-var LOD_MAX = 8;
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-var SIZE_MAX = Math.pow( 2, LOD_MAX );
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+const LOD_MIN = 4;
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+const LOD_MAX = 8;
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+const SIZE_MAX = Math.pow( 2, LOD_MAX );
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// The standard deviations (radians) associated with the extra mips. These are
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// chosen to approximate a Trowbridge-Reitz distribution function times the
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// geometric shadowing function. These sigma values squared must match the
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// variance #defines in cube_uv_reflection_fragment.glsl.js.
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-var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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+const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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-var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
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+const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
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// The maximum length of the blur for loop. Smaller sigmas will use fewer
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// samples and exit early, but not recompile the shader.
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-var MAX_SAMPLES = 20;
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+const MAX_SAMPLES = 20;
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-var ENCODINGS = {
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+const ENCODINGS = {
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[ LinearEncoding ]: 0,
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[ sRGBEncoding ]: 1,
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[ RGBEEncoding ]: 2,
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@@ -64,17 +64,17 @@ var ENCODINGS = {
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[ GammaEncoding ]: 6
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};
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-var _flatCamera = new OrthographicCamera();
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-var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
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-var _oldTarget = null;
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+const _flatCamera = new OrthographicCamera();
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+const { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
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+let _oldTarget = null;
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// Golden Ratio
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-var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
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-var INV_PHI = 1 / PHI;
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+const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
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+const INV_PHI = 1 / PHI;
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// Vertices of a dodecahedron (except the opposites, which represent the
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// same axis), used as axis directions evenly spread on a sphere.
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-var _axisDirections = [
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+const _axisDirections = [
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new Vector3( 1, 1, 1 ),
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new Vector3( - 1, 1, 1 ),
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new Vector3( 1, 1, - 1 ),
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@@ -113,7 +113,7 @@ PMREMGenerator.prototype = {
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fromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) {
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_oldTarget = this._renderer.getRenderTarget();
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- var cubeUVRenderTarget = this._allocateTargets();
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+ const cubeUVRenderTarget = this._allocateTargets();
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this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
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if ( sigma > 0 ) {
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@@ -152,7 +152,7 @@ PMREMGenerator.prototype = {
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fromCubemap: function ( cubemap ) {
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_oldTarget = this._renderer.getRenderTarget();
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- var cubeUVRenderTarget = this._allocateTargets( cubemap );
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+ const cubeUVRenderTarget = this._allocateTargets( cubemap );
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this._textureToCubeUV( cubemap, cubeUVRenderTarget );
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this._applyPMREM( cubeUVRenderTarget );
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this._cleanup( cubeUVRenderTarget );
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@@ -203,7 +203,7 @@ PMREMGenerator.prototype = {
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if ( this._cubemapShader !== null ) this._cubemapShader.dispose();
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if ( this._equirectShader !== null ) this._equirectShader.dispose();
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- for ( var i = 0; i < _lodPlanes.length; i ++ ) {
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+ for ( let i = 0; i < _lodPlanes.length; i ++ ) {
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_lodPlanes[ i ].dispose();
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@@ -225,7 +225,7 @@ PMREMGenerator.prototype = {
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_allocateTargets: function ( equirectangular ) {
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- var params = {
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+ const params = {
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magFilter: NearestFilter,
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minFilter: NearestFilter,
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generateMipmaps: false,
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@@ -236,7 +236,7 @@ PMREMGenerator.prototype = {
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stencilBuffer: false
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};
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- var cubeUVRenderTarget = _createRenderTarget( params );
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+ const cubeUVRenderTarget = _createRenderTarget( params );
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cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
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this._pingPongRenderTarget = _createRenderTarget( params );
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return cubeUVRenderTarget;
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@@ -245,47 +245,47 @@ PMREMGenerator.prototype = {
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_compileMaterial: function ( material ) {
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- var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
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+ const tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
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this._renderer.compile( tmpMesh, _flatCamera );
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},
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_sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
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- var fov = 90;
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- var aspect = 1;
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- var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
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- var upSign = [ 1, - 1, 1, 1, 1, 1 ];
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- var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
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- var renderer = this._renderer;
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+ const fov = 90;
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+ const aspect = 1;
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+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
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+ const upSign = [ 1, - 1, 1, 1, 1, 1 ];
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+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
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+ const renderer = this._renderer;
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- var outputEncoding = renderer.outputEncoding;
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- var toneMapping = renderer.toneMapping;
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- var toneMappingExposure = renderer.toneMappingExposure;
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- var clearColor = renderer.getClearColor();
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- var clearAlpha = renderer.getClearAlpha();
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+ const outputEncoding = renderer.outputEncoding;
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+ const toneMapping = renderer.toneMapping;
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+ const toneMappingExposure = renderer.toneMappingExposure;
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+ const clearColor = renderer.getClearColor();
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+ const clearAlpha = renderer.getClearAlpha();
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renderer.toneMapping = LinearToneMapping;
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renderer.toneMappingExposure = 1.0;
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renderer.outputEncoding = LinearEncoding;
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- var background = scene.background;
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+ let background = scene.background;
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if ( background && background.isColor ) {
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background.convertSRGBToLinear();
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// Convert linear to RGBE
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- var maxComponent = Math.max( background.r, background.g, background.b );
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- var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
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+ const maxComponent = Math.max( background.r, background.g, background.b );
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+ const fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
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background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
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- var alpha = ( fExp + 128.0 ) / 255.0;
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+ const alpha = ( fExp + 128.0 ) / 255.0;
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renderer.setClearColor( background, alpha );
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scene.background = null;
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}
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- for ( var i = 0; i < 6; i ++ ) {
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+ for ( let i = 0; i < 6; i ++ ) {
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- var col = i % 3;
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+ const col = i % 3;
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if ( col == 0 ) {
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cubeCamera.up.set( 0, upSign[ i ], 0 );
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@@ -319,7 +319,7 @@ PMREMGenerator.prototype = {
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_textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
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- var renderer = this._renderer;
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+ const renderer = this._renderer;
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if ( texture.isCubeTexture ) {
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@@ -339,10 +339,10 @@ PMREMGenerator.prototype = {
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}
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- var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
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- var mesh = new Mesh( _lodPlanes[ 0 ], material );
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+ const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
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+ const mesh = new Mesh( _lodPlanes[ 0 ], material );
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- var uniforms = material.uniforms;
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+ const uniforms = material.uniforms;
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uniforms[ 'envMap' ].value = texture;
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@@ -364,15 +364,15 @@ PMREMGenerator.prototype = {
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_applyPMREM: function ( cubeUVRenderTarget ) {
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- var renderer = this._renderer;
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- var autoClear = renderer.autoClear;
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+ const renderer = this._renderer;
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+ const autoClear = renderer.autoClear;
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renderer.autoClear = false;
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- for ( var i = 1; i < TOTAL_LODS; i ++ ) {
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+ for ( let i = 1; i < TOTAL_LODS; i ++ ) {
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- var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
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+ const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
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- var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
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+ const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
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this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
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@@ -391,7 +391,7 @@ PMREMGenerator.prototype = {
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*/
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_blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
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- var pingPongRenderTarget = this._pingPongRenderTarget;
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+ const pingPongRenderTarget = this._pingPongRenderTarget;
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this._halfBlur(
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cubeUVRenderTarget,
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@@ -415,8 +415,8 @@ PMREMGenerator.prototype = {
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_halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
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- var renderer = this._renderer;
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- var blurMaterial = this._blurMaterial;
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+ const renderer = this._renderer;
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+ const blurMaterial = this._blurMaterial;
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if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
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@@ -426,15 +426,15 @@ PMREMGenerator.prototype = {
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}
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// Number of standard deviations at which to cut off the discrete approximation.
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- var STANDARD_DEVIATIONS = 3;
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+ const STANDARD_DEVIATIONS = 3;
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- var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
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- var blurUniforms = blurMaterial.uniforms;
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+ const blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
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+ const blurUniforms = blurMaterial.uniforms;
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- var pixels = _sizeLods[ lodIn ] - 1;
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- var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
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- var sigmaPixels = sigmaRadians / radiansPerPixel;
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- var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
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+ const pixels = _sizeLods[ lodIn ] - 1;
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+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
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+ const sigmaPixels = sigmaRadians / radiansPerPixel;
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+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
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if ( samples > MAX_SAMPLES ) {
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@@ -444,13 +444,13 @@ PMREMGenerator.prototype = {
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}
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- var weights = [];
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- var sum = 0;
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+ const weights = [];
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+ let sum = 0;
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- for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
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+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
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- var x = i / sigmaPixels;
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- var weight = Math.exp( - x * x / 2 );
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+ const x = i / sigmaPixels;
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+ const weight = Math.exp( - x * x / 2 );
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weights.push( weight );
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if ( i == 0 ) {
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@@ -465,7 +465,7 @@ PMREMGenerator.prototype = {
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}
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- for ( var i = 0; i < weights.length; i ++ ) {
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+ for ( let i = 0; i < weights.length; i ++ ) {
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weights[ i ] = weights[ i ] / sum;
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@@ -487,9 +487,9 @@ PMREMGenerator.prototype = {
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blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
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blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
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- var outputSize = _sizeLods[ lodOut ];
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- var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
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- var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
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+ const outputSize = _sizeLods[ lodOut ];
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+ const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
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+ const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
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_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
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renderer.setRenderTarget( targetOut );
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@@ -509,17 +509,17 @@ function _isLDR( texture ) {
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function _createPlanes() {
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- var _lodPlanes = [];
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- var _sizeLods = [];
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- var _sigmas = [];
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+ const _lodPlanes = [];
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+ const _sizeLods = [];
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+ const _sigmas = [];
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- var lod = LOD_MAX;
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+ let lod = LOD_MAX;
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- for ( var i = 0; i < TOTAL_LODS; i ++ ) {
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+ for ( let i = 0; i < TOTAL_LODS; i ++ ) {
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- var sizeLod = Math.pow( 2, lod );
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+ const sizeLod = Math.pow( 2, lod );
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_sizeLods.push( sizeLod );
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- var sigma = 1.0 / sizeLod;
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+ let sigma = 1.0 / sizeLod;
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if ( i > LOD_MAX - LOD_MIN ) {
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@@ -533,26 +533,26 @@ function _createPlanes() {
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_sigmas.push( sigma );
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- var texelSize = 1.0 / ( sizeLod - 1 );
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- var min = - texelSize / 2;
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- var max = 1 + texelSize / 2;
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- var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
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+ const texelSize = 1.0 / ( sizeLod - 1 );
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+ const min = - texelSize / 2;
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+ const max = 1 + texelSize / 2;
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+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
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- var cubeFaces = 6;
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- var vertices = 6;
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- var positionSize = 3;
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- var uvSize = 2;
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- var faceIndexSize = 1;
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+ const cubeFaces = 6;
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+ const vertices = 6;
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+ const positionSize = 3;
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+ const uvSize = 2;
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+ const faceIndexSize = 1;
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- var position = new Float32Array( positionSize * vertices * cubeFaces );
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- var uv = new Float32Array( uvSize * vertices * cubeFaces );
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- var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
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+ const position = new Float32Array( positionSize * vertices * cubeFaces );
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+ const uv = new Float32Array( uvSize * vertices * cubeFaces );
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+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
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- for ( var face = 0; face < cubeFaces; face ++ ) {
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+ for ( let face = 0; face < cubeFaces; face ++ ) {
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- var x = ( face % 3 ) * 2 / 3 - 1;
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- var y = face > 2 ? 0 : - 1;
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- var coordinates = [
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+ const x = ( face % 3 ) * 2 / 3 - 1;
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+ const y = face > 2 ? 0 : - 1;
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+ const coordinates = [
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x, y, 0,
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x + 2 / 3, y, 0,
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x + 2 / 3, y + 1, 0,
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@@ -562,12 +562,12 @@ function _createPlanes() {
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];
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position.set( coordinates, positionSize * vertices * face );
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uv.set( uv1, uvSize * vertices * face );
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- var fill = [ face, face, face, face, face, face ];
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+ const fill = [ face, face, face, face, face, face ];
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faceIndex.set( fill, faceIndexSize * vertices * face );
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}
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- var planes = new BufferGeometry();
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+ const planes = new BufferGeometry();
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planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
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planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
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planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
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@@ -587,7 +587,7 @@ function _createPlanes() {
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function _createRenderTarget( params ) {
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- var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
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+ const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
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cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
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cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
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cubeUVRenderTarget.scissorTest = true;
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@@ -604,9 +604,9 @@ function _setViewport( target, x, y, width, height ) {
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function _getBlurShader( maxSamples ) {
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- var weights = new Float32Array( maxSamples );
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- var poleAxis = new Vector3( 0, 1, 0 );
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- var shaderMaterial = new RawShaderMaterial( {
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+ const weights = new Float32Array( maxSamples );
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+ const poleAxis = new Vector3( 0, 1, 0 );
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+ const shaderMaterial = new RawShaderMaterial( {
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defines: { 'n': maxSamples },
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@@ -682,8 +682,8 @@ void main() {
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function _getEquirectShader() {
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- var texelSize = new Vector2( 1, 1 );
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- var shaderMaterial = new RawShaderMaterial( {
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+ const texelSize = new Vector2( 1, 1 );
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+ const shaderMaterial = new RawShaderMaterial( {
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uniforms: {
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'envMap': { value: null },
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@@ -739,7 +739,7 @@ void main() {
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function _getCubemapShader() {
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- var shaderMaterial = new RawShaderMaterial( {
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+ const shaderMaterial = new RawShaderMaterial( {
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uniforms: {
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'envMap': { value: null },
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