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@@ -3,6 +3,7 @@ export const vertex = /* glsl */`
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#include <fog_pars_vertex>
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#include <morphtarget_pars_vertex>
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#include <skinning_pars_vertex>
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+#include <logdepthbuf_pars_vertex>
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#include <shadowmap_pars_vertex>
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void main() {
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@@ -17,6 +18,7 @@ void main() {
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#include <morphtarget_vertex>
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#include <skinning_vertex>
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#include <project_vertex>
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+ #include <logdepthbuf_vertex>
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#include <worldpos_vertex>
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#include <shadowmap_vertex>
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@@ -34,11 +36,14 @@ uniform float opacity;
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#include <fog_pars_fragment>
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#include <bsdfs>
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#include <lights_pars_begin>
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+#include <logdepthbuf_pars_fragment>
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#include <shadowmap_pars_fragment>
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#include <shadowmask_pars_fragment>
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void main() {
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+ #include <logdepthbuf_fragment>
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+
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gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );
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#include <tonemapping_fragment>
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