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@@ -14563,7 +14563,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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if ( p_uniforms.objectMatrix !== null ) {
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- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
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+ _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements );
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}
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@@ -14751,7 +14751,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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function loadUniformsMatrices ( uniforms, object ) {
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- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
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+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
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if ( uniforms.normalMatrix ) {
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@@ -14981,7 +14981,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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function setupMatrices ( object, camera ) {
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- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
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+ object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
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object._normalMatrix.getInverse( object._modelViewMatrix );
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object._normalMatrix.transposeIntoArray( object._normalMatrixArray );
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@@ -35054,7 +35054,7 @@ THREE.ShadowMapPlugin = function ( ) {
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if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
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object.matrixWorld.flattenToArray( object._objectMatrixArray );
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- object._modelViewMatrix.multiplyToArray( shadowCamera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
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+ object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld);
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webglObject.render = true;
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@@ -35122,7 +35122,7 @@ THREE.ShadowMapPlugin = function ( ) {
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}
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- object._modelViewMatrix.multiplyToArray( shadowCamera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
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+ object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld);
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_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
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@@ -35408,7 +35408,7 @@ THREE.SpritePlugin = function ( ) {
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if( ! sprite.useScreenCoordinates ) {
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- sprite._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, sprite.matrixWorld, sprite._modelViewMatrixArray );
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+ sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld);
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sprite.z = - sprite._modelViewMatrix.elements[14];
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} else {
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@@ -35442,7 +35442,7 @@ THREE.SpritePlugin = function ( ) {
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_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
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_gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
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- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrixArray );
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+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements);
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}
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@@ -35613,7 +35613,7 @@ THREE.DepthPassPlugin = function ( ) {
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if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
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object.matrixWorld.flattenToArray( object._objectMatrixArray );
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- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
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+ object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
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webglObject.render = true;
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@@ -35681,7 +35681,7 @@ THREE.DepthPassPlugin = function ( ) {
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}
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- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
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+ object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
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_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
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