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@@ -18686,7 +18686,7 @@
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vertexShader = unrollLoops( vertexShader );
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fragmentShader = unrollLoops( fragmentShader );
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- if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
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+ if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
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// GLSL 3.0 conversion for built-in materials and ShaderMaterial
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@@ -19026,8 +19026,8 @@
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fragmentShader: fragmentShader,
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defines: material.defines,
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- isRawShaderMaterial: material.isRawShaderMaterial,
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- isShaderMaterial: material.isShaderMaterial,
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+ isRawShaderMaterial: material.isRawShaderMaterial === true,
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+ glslVersion: material.glslVersion,
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precision: precision,
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@@ -19133,9 +19133,7 @@
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rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
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rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
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- customProgramCacheKey: material.customProgramCacheKey(),
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-
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- glslVersion: material.glslVersion
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+ customProgramCacheKey: material.customProgramCacheKey()
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};
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@@ -25801,8 +25799,6 @@
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} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
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- materialProperties.lightsStateVersion = lightsStateVersion;
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-
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programChange = false;
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} else if ( parameters.shaderID !== undefined ) {
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@@ -50726,7 +50722,6 @@
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exports.DepthTexture = DepthTexture;
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exports.DirectionalLight = DirectionalLight;
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exports.DirectionalLightHelper = DirectionalLightHelper;
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- exports.DirectionalLightShadow = DirectionalLightShadow;
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exports.DiscreteInterpolant = DiscreteInterpolant;
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exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
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exports.DodecahedronGeometry = DodecahedronGeometry;
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@@ -50820,7 +50815,6 @@
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exports.LessStencilFunc = LessStencilFunc;
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exports.Light = Light;
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exports.LightProbe = LightProbe;
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- exports.LightShadow = LightShadow;
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exports.Line = Line;
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exports.Line3 = Line3;
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exports.LineBasicMaterial = LineBasicMaterial;
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@@ -51023,7 +51017,6 @@
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exports.SplineCurve3 = SplineCurve3;
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exports.SpotLight = SpotLight;
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exports.SpotLightHelper = SpotLightHelper;
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- exports.SpotLightShadow = SpotLightShadow;
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exports.Sprite = Sprite;
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exports.SpriteMaterial = SpriteMaterial;
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exports.SrcAlphaFactor = SrcAlphaFactor;
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