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@@ -50,7 +50,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -180,7 +180,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -267,7 +267,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -380,7 +380,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -435,7 +435,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -491,7 +491,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -556,7 +556,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -617,7 +617,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -683,7 +683,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -775,7 +775,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -882,7 +882,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -934,7 +934,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -996,7 +996,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -1052,7 +1052,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -1113,7 +1113,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -1164,7 +1164,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -1259,7 +1259,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -1309,7 +1309,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -1358,7 +1358,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -1425,7 +1425,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -1666,7 +1666,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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@@ -1715,7 +1715,7 @@ THREE.ShaderExtras = {
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"void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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