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@@ -31,10 +31,33 @@ THREE.ShadowMapPlugin = function () {
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var depthShader = THREE.ShaderLib[ "depthRGBA" ];
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var depthShader = THREE.ShaderLib[ "depthRGBA" ];
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var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
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var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
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- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
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- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
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- _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
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- _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
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+ _depthMaterial = new THREE.ShaderMaterial( {
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+ uniforms: depthUniforms,
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+ vertexShader: depthShader.vertexShader,
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+ fragmentShader: depthShader.fragmentShader
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+ } );
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+
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+ _depthMaterialMorph = new THREE.ShaderMaterial( {
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+ uniforms: depthUniforms,
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+ vertexShader: depthShader.vertexShader,
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+ fragmentShader: depthShader.fragmentShader,
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+ morphTargets: true
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+ } );
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+
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+ _depthMaterialSkin = new THREE.ShaderMaterial( {
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+ uniforms: depthUniforms,
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+ vertexShader: depthShader.vertexShader,
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+ fragmentShader: depthShader.fragmentShader,
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+ skinning: true
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+ } );
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+
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+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
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+ uniforms: depthUniforms,
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+ vertexShader: depthShader.vertexShader,
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+ fragmentShader: depthShader.fragmentShader,
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+ morphTargets: true,
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+ skinning: true
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+ } );
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_depthMaterial._shadowPass = true;
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_depthMaterial._shadowPass = true;
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_depthMaterialMorph._shadowPass = true;
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_depthMaterialMorph._shadowPass = true;
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@@ -216,10 +239,12 @@ THREE.ShadowMapPlugin = function () {
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// compute shadow matrix
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// compute shadow matrix
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- shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
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- 0.0, 0.5, 0.0, 0.5,
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- 0.0, 0.0, 0.5, 0.5,
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- 0.0, 0.0, 0.0, 1.0 );
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+ shadowMatrix.set(
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+ 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0
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+ );
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shadowMatrix.multiply( shadowCamera.projectionMatrix );
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shadowMatrix.multiply( shadowCamera.projectionMatrix );
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shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
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shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
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