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@@ -94,9 +94,9 @@ THREE.WebGLRenderer = function () {
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vertexArray.push( v2.x, v2.y, v2.z );
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vertexArray.push( v3.x, v3.y, v3.z );
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- normalArray.push( n.x, n.y, n.z );
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- normalArray.push( n.x, n.y, n.z );
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- normalArray.push( n.x, n.y, n.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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@@ -118,10 +118,10 @@ THREE.WebGLRenderer = function () {
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vertexArray.push( v3.x, v3.y, v3.z );
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vertexArray.push( v4.x, v4.y, v4.z );
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- normalArray.push( n.x, n.y, n.z );
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- normalArray.push( n.x, n.y, n.z );
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- normalArray.push( n.x, n.y, n.z );
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- normalArray.push( n.x, n.y, n.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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+ normalArray.push( normal.x, normal.y, normal.z );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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@@ -167,7 +167,7 @@ THREE.WebGLRenderer = function () {
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_program.viewMatrixArray = new Float32Array( viewMatrix.flatten() );
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_program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
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- normalMatrix = Matrix4.makeInvert(viewMatrix).transpose();
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+ normalMatrix = THREE.Matrix4.makeInvert(viewMatrix).transpose();
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_program.normalMatrixArray = new Float32Array( normalMatrix.flatten() );
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_gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
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@@ -315,10 +315,10 @@ THREE.WebGLRenderer = function () {
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_program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" );
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_program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" );
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- _program.enableLighting = _gl.getUniformLocation(program, 'enableLighting');
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- _program.ambientColor = _gl.getUniformLocation(program, 'ambientColor');
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- _program.directionalColor = _gl.getUniformLocation(program, 'directionalColor');
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- _program.lightingDirection = _gl.getUniformLocation(program, 'lightingDirection');
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+ _program.enableLighting = _gl.getUniformLocation(_program, 'enableLighting');
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+ _program.ambientColor = _gl.getUniformLocation(_program, 'ambientColor');
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+ _program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
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+ _program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
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_program.color = _gl.getAttribLocation( _program, "color" );
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_gl.enableVertexAttribArray( _program.color );
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