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@@ -292,7 +292,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- "#ifndef FLAT_SHADED",
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+ "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
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" vNormal = normalize( transformedNormal );",
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@@ -513,6 +513,9 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "color_fragment" ],
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+
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+ " outgoingLight = diffuseColor.rgb;", // simple shader
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+
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THREE.ShaderChunk[ "fog_fragment" ],
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" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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