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@@ -10,7 +10,7 @@ const ShaderLib = {
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basic: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.specularmap,
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UniformsLib.envmap,
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@@ -26,7 +26,7 @@ const ShaderLib = {
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lambert: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.specularmap,
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UniformsLib.envmap,
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@@ -36,7 +36,7 @@ const ShaderLib = {
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UniformsLib.fog,
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UniformsLib.lights,
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{
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- emissive: { value: new Color( 0x000000 ) }
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+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
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}
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] ),
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@@ -47,7 +47,7 @@ const ShaderLib = {
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phong: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.specularmap,
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UniformsLib.envmap,
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@@ -60,8 +60,8 @@ const ShaderLib = {
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UniformsLib.fog,
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UniformsLib.lights,
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{
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- emissive: { value: new Color( 0x000000 ) },
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- specular: { value: new Color( 0x111111 ) },
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+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
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+ specular: { value: /*@__PURE__*/ new Color( 0x111111 ) },
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shininess: { value: 30 }
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}
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] ),
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@@ -73,7 +73,7 @@ const ShaderLib = {
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standard: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.envmap,
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UniformsLib.aomap,
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@@ -87,7 +87,7 @@ const ShaderLib = {
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UniformsLib.fog,
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UniformsLib.lights,
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{
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- emissive: { value: new Color( 0x000000 ) },
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+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
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roughness: { value: 1.0 },
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metalness: { value: 0.0 },
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envMapIntensity: { value: 1 } // temporary
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@@ -101,7 +101,7 @@ const ShaderLib = {
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toon: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.aomap,
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UniformsLib.lightmap,
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@@ -113,7 +113,7 @@ const ShaderLib = {
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UniformsLib.fog,
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UniformsLib.lights,
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{
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- emissive: { value: new Color( 0x000000 ) }
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+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
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}
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] ),
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@@ -124,7 +124,7 @@ const ShaderLib = {
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matcap: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.bumpmap,
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UniformsLib.normalmap,
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@@ -142,7 +142,7 @@ const ShaderLib = {
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points: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.points,
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UniformsLib.fog
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] ),
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@@ -154,7 +154,7 @@ const ShaderLib = {
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dashed: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.fog,
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{
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@@ -171,7 +171,7 @@ const ShaderLib = {
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depth: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.displacementmap
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] ),
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@@ -183,7 +183,7 @@ const ShaderLib = {
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normal: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.bumpmap,
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UniformsLib.normalmap,
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@@ -200,7 +200,7 @@ const ShaderLib = {
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sprite: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.sprite,
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UniformsLib.fog
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] ),
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@@ -213,7 +213,7 @@ const ShaderLib = {
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background: {
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uniforms: {
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- uvTransform: { value: new Matrix3() },
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+ uvTransform: { value: /*@__PURE__*/ new Matrix3() },
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t2D: { value: null },
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},
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@@ -221,13 +221,10 @@ const ShaderLib = {
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fragmentShader: ShaderChunk.background_frag
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},
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- /* -------------------------------------------------------------------------
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- // Cube map shader
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- ------------------------------------------------------------------------- */
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cube: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.envmap,
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{
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opacity: { value: 1.0 }
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@@ -252,11 +249,11 @@ const ShaderLib = {
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distanceRGBA: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.common,
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UniformsLib.displacementmap,
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{
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- referencePosition: { value: new Vector3() },
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+ referencePosition: { value: /*@__PURE__*/ new Vector3() },
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nearDistance: { value: 1 },
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farDistance: { value: 1000 }
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}
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@@ -269,11 +266,11 @@ const ShaderLib = {
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shadow: {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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UniformsLib.lights,
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UniformsLib.fog,
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{
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- color: { value: new Color( 0x00000 ) },
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+ color: { value: /*@__PURE__*/ new Color( 0x00000 ) },
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opacity: { value: 1.0 }
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},
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] ),
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@@ -287,14 +284,14 @@ const ShaderLib = {
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ShaderLib.physical = {
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- uniforms: mergeUniforms( [
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+ uniforms: /*@__PURE__*/ mergeUniforms( [
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ShaderLib.standard.uniforms,
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{
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clearcoat: { value: 0 },
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clearcoatMap: { value: null },
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clearcoatRoughness: { value: 0 },
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clearcoatRoughnessMap: { value: null },
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- clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
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+ clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },
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clearcoatNormalMap: { value: null },
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iridescence: { value: 0 },
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iridescenceMap: { value: null },
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@@ -303,21 +300,21 @@ ShaderLib.physical = {
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iridescenceThicknessMaximum: { value: 400 },
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iridescenceThicknessMap: { value: null },
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sheen: { value: 0 },
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- sheenColor: { value: new Color( 0x000000 ) },
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+ sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
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sheenColorMap: { value: null },
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sheenRoughness: { value: 1 },
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sheenRoughnessMap: { value: null },
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transmission: { value: 0 },
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transmissionMap: { value: null },
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- transmissionSamplerSize: { value: new Vector2() },
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+ transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },
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transmissionSamplerMap: { value: null },
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thickness: { value: 0 },
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thicknessMap: { value: null },
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attenuationDistance: { value: 0 },
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- attenuationColor: { value: new Color( 0x000000 ) },
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+ attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
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specularIntensity: { value: 1 },
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specularIntensityMap: { value: null },
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- specularColor: { value: new Color( 1, 1, 1 ) },
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+ specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },
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specularColorMap: { value: null },
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}
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] ),
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