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@@ -556,23 +556,23 @@ THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},op
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value:1}},emissivemap:{emissiveMap:{type:"t",value:null}},bumpmap:{bumpMap:{type:"t",value:null},bumpScale:{type:"f",value:1}},normalmap:{normalMap:{type:"t",value:null},normalScale:{type:"v2",value:new THREE.Vector2(1,1)}},displacementmap:{displacementMap:{type:"t",value:null},displacementScale:{type:"f",value:1},displacementBias:{type:"f",value:0}},roughnessmap:{roughnessMap:{type:"t",value:null}},metalnessmap:{metalnessMap:{type:"t",value:null}},fog:{fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",
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value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},ambient:{ambientLightColor:{type:"fv",value:[]}},lights:{directionalLights:{type:"sa",value:[],properties:{direction:{type:"v3"},color:{type:"c"},shadow:{type:"i"},shadowBias:{type:"f"},shadowRadius:{type:"f"},shadowMapSize:{type:"v2"}}},directionalShadowMap:{type:"tv",value:[]},directionalShadowMatrix:{type:"m4v",value:[]},spotLights:{type:"sa",value:[],properties:{color:{type:"c"},position:{type:"v3"},direction:{type:"v3"},
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distance:{type:"f"},coneCos:{type:"f"},penumbraCos:{type:"f"},decay:{type:"f"},shadow:{type:"i"},shadowBias:{type:"f"},shadowRadius:{type:"f"},shadowMapSize:{type:"v2"}}},spotShadowMap:{type:"tv",value:[]},spotShadowMatrix:{type:"m4v",value:[]},pointLights:{type:"sa",value:[],properties:{color:{type:"c"},position:{type:"v3"},decay:{type:"f"},distance:{type:"f"},shadow:{type:"i"},shadowBias:{type:"f"},shadowRadius:{type:"f"},shadowMapSize:{type:"v2"}}},pointShadowMap:{type:"tv",value:[]},pointShadowMatrix:{type:"m4v",
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-value:[]},hemisphereLights:{type:"sa",value:[],properties:{direction:{type:"v3"},skyColor:{type:"c"},groundColor:{type:"c"}}}},points:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},map:{type:"t",value:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)}}};THREE.ShaderChunk.cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n #include <logdepthbuf_fragment>\n}\n";
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-THREE.ShaderChunk.cube_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depth_frag="uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n #include <logdepthbuf_fragment>\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n float color = 1.0 - smoothstep( mNear, mFar, depth );\n gl_FragColor = vec4( vec3( color ), opacity );\n}\n";
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-THREE.ShaderChunk.depth_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depthRGBA_frag="#include <common>\n#include <logdepthbuf_pars_fragment>\nvec4 pack_depth( const in float depth ) {\n const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bit_mask;\n return res;\n}\nvoid main() {\n #include <logdepthbuf_fragment>\n #ifdef USE_LOGDEPTHBUF_EXT\n gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n #else\n gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n #endif\n}\n";
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-THREE.ShaderChunk.depthRGBA_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.distanceRGBA_frag="uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n";
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-THREE.ShaderChunk.distanceRGBA_vert="varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\nvoid main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <worldpos_vertex>\n vWorldPosition = worldPosition;\n}\n";THREE.ShaderChunk.equirect_frag="uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include <logdepthbuf_fragment>\n}\n";
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-THREE.ShaderChunk.equirect_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include <logdepthbuf_fragment>\n #include <color_fragment>\n outgoingLight = diffuseColor.rgb;\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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-THREE.ShaderChunk.linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <color_vertex>\n vLineDistance = scale * lineDistance;\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * mvPosition;\n #include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include <logdepthbuf_fragment>\n #include <map_fragment>\n #include <color_fragment>\n #include <alphamap_fragment>\n #include <alphatest_fragment>\n #include <specularmap_fragment>\n ReflectedLight reflectedLight;\n reflectedLight.directDiffuse = vec3( 0.0 );\n reflectedLight.directSpecular = vec3( 0.0 );\n reflectedLight.indirectDiffuse = diffuseColor.rgb;\n reflectedLight.indirectSpecular = vec3( 0.0 );\n #include <aomap_fragment>\n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include <envmap_fragment>\n #include <linear_to_gamma_fragment>\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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-THREE.ShaderChunk.meshbasic_vert="#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <uv_vertex>\n #include <uv2_vertex>\n #include <color_vertex>\n #include <skinbase_vertex>\n #ifdef USE_ENVMAP\n #include <beginnormal_vertex>\n #include <morphnormal_vertex>\n #include <skinnormal_vertex>\n #include <defaultnormal_vertex>\n #endif\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n #include <worldpos_vertex>\n #include <envmap_vertex>\n}\n";
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-THREE.ShaderChunk.meshlambert_frag="uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <ambient_pars>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveLight = emissive;\n #include <logdepthbuf_fragment>\n #include <map_fragment>\n #include <color_fragment>\n #include <alphamap_fragment>\n #include <alphatest_fragment>\n #include <specularmap_fragment>\n #include <emissivemap_fragment>\n reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n #include <lightmap_fragment>\n reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n #ifdef DOUBLE_SIDED\n reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n #else\n reflectedLight.directDiffuse = vLightFront;\n #endif\n reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n #include <aomap_fragment>\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;\n #include <envmap_fragment>\n #include <linear_to_gamma_fragment>\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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-THREE.ShaderChunk.meshlambert_vert="#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <uv_vertex>\n #include <uv2_vertex>\n #include <color_vertex>\n #include <beginnormal_vertex>\n #include <morphnormal_vertex>\n #include <skinbase_vertex>\n #include <skinnormal_vertex>\n #include <defaultnormal_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n #include <worldpos_vertex>\n #include <envmap_vertex>\n #include <lights_lambert_vertex>\n #include <shadowmap_vertex>\n}\n";
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-THREE.ShaderChunk.meshphong_frag="#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <ambient_pars>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveLight = emissive;\n #include <logdepthbuf_fragment>\n #include <map_fragment>\n #include <color_fragment>\n #include <alphamap_fragment>\n #include <alphatest_fragment>\n #include <specularmap_fragment>\n #include <normal_fragment>\n #include <emissivemap_fragment>\n #include <lights_phong_fragment>\n #include <lights_template>\n #include <aomap_fragment>\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;\n #include <envmap_fragment>\n #include <linear_to_gamma_fragment>\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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-THREE.ShaderChunk.meshphong_vert="#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <lights_phong_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <uv_vertex>\n #include <uv2_vertex>\n #include <color_vertex>\n #include <beginnormal_vertex>\n #include <morphnormal_vertex>\n #include <skinbase_vertex>\n #include <skinnormal_vertex>\n #include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include <begin_vertex>\n #include <displacementmap_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n vViewPosition = - mvPosition.xyz;\n #include <worldpos_vertex>\n #include <envmap_vertex>\n #include <lights_phong_vertex>\n #include <shadowmap_vertex>\n}\n";
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+value:[]},hemisphereLights:{type:"sa",value:[],properties:{direction:{type:"v3"},skyColor:{type:"c"},groundColor:{type:"c"}}}},points:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},scale:{type:"f",value:1},map:{type:"t",value:null},offsetRepeat:{type:"v4",value:new THREE.Vector4(0,0,1,1)}}};THREE.ShaderChunk.cube_frag="uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\t#include <logdepthbuf_fragment>\n}\n";
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+THREE.ShaderChunk.cube_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t#include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depth_frag="uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}\n";
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+THREE.ShaderChunk.depth_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.depthRGBA_frag="#include <common>\n#include <logdepthbuf_pars_fragment>\nvec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}\n";
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+THREE.ShaderChunk.depthRGBA_vert="#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.distanceRGBA_frag="uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\nvec4 pack1K ( float depth ) {\n\tdepth /= 1000.0;\n\tconst vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bitMsk;\n\treturn res;\n}\nfloat unpack1K ( vec4 color ) {\n\tconst vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\treturn dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n\tgl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n";
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+THREE.ShaderChunk.distanceRGBA_vert="varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\tvWorldPosition = worldPosition;\n}\n";THREE.ShaderChunk.equirect_frag="uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <logdepthbuf_fragment>\n}\n";
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+THREE.ShaderChunk.equirect_vert="varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t#include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.linedashed_frag="uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <fog_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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+THREE.ShaderChunk.linedashed_vert="uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n}\n";THREE.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <linear_to_gamma_fragment>\n\t#include <fog_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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+THREE.ShaderChunk.meshbasic_vert="#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n}\n";
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+THREE.ShaderChunk.meshlambert_frag="uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <ambient_pars>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveLight = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;\n\t#include <envmap_fragment>\n\t#include <linear_to_gamma_fragment>\n\t#include <fog_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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+THREE.ShaderChunk.meshlambert_vert="#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n}\n";
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+THREE.ShaderChunk.meshphong_frag="#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <ambient_pars>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveLight = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;\n\t#include <envmap_fragment>\n\t#include <linear_to_gamma_fragment>\n\t#include <fog_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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+THREE.ShaderChunk.meshphong_vert="#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <lights_phong_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_phong_vertex>\n\t#include <shadowmap_vertex>\n}\n";
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THREE.ShaderChunk.meshstandard_frag="#define STANDARD\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <ambient_pars>\n#include <lights_pars>\n#include <lights_standard_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveLight = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_standard_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;\n\t#include <linear_to_gamma_fragment>\n\t#include <fog_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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THREE.ShaderChunk.meshstandard_vert="#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n}\n";
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-THREE.ShaderChunk.normal_frag="uniform float opacity;\nvarying vec3 vNormal;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n #include <logdepthbuf_fragment>\n}\n";THREE.ShaderChunk.normal_vert="varying vec3 vNormal;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n vNormal = normalize( normalMatrix * normal );\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n}\n";
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-THREE.ShaderChunk.points_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include <logdepthbuf_fragment>\n #include <map_particle_fragment>\n #include <color_fragment>\n #include <alphatest_fragment>\n outgoingLight = diffuseColor.rgb;\n #include <fog_fragment>\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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-THREE.ShaderChunk.points_vert="uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n #include <color_vertex>\n #include <begin_vertex>\n #include <project_vertex>\n #ifdef USE_SIZEATTENUATION\n gl_PointSize = size * ( scale / - mvPosition.z );\n #else\n gl_PointSize = size;\n #endif\n #include <logdepthbuf_vertex>\n #include <worldpos_vertex>\n #include <shadowmap_vertex>\n}\n";
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+THREE.ShaderChunk.normal_frag="uniform float opacity;\nvarying vec3 vNormal;\n#include <common>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n\t#include <logdepthbuf_fragment>\n}\n";THREE.ShaderChunk.normal_vert="varying vec3 vNormal;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n}\n";
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+THREE.ShaderChunk.points_frag="uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <fog_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}\n";
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+THREE.ShaderChunk.points_vert="uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
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THREE.ShaderLib={basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.aomap,THREE.UniformsLib.fog]),vertexShader:THREE.ShaderChunk.meshbasic_vert,fragmentShader:THREE.ShaderChunk.meshbasic_frag},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.aomap,THREE.UniformsLib.lightmap,THREE.UniformsLib.emissivemap,THREE.UniformsLib.fog,THREE.UniformsLib.ambient,THREE.UniformsLib.lights,{emissive:{type:"c",value:new THREE.Color(0)}}]),
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vertexShader:THREE.ShaderChunk.meshlambert_vert,fragmentShader:THREE.ShaderChunk.meshlambert_frag},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.aomap,THREE.UniformsLib.lightmap,THREE.UniformsLib.emissivemap,THREE.UniformsLib.bumpmap,THREE.UniformsLib.normalmap,THREE.UniformsLib.displacementmap,THREE.UniformsLib.fog,THREE.UniformsLib.ambient,THREE.UniformsLib.lights,{emissive:{type:"c",value:new THREE.Color(0)},specular:{type:"c",value:new THREE.Color(1118481)},
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shininess:{type:"f",value:30}}]),vertexShader:THREE.ShaderChunk.meshphong_vert,fragmentShader:THREE.ShaderChunk.meshphong_frag},standard:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.aomap,THREE.UniformsLib.lightmap,THREE.UniformsLib.emissivemap,THREE.UniformsLib.bumpmap,THREE.UniformsLib.normalmap,THREE.UniformsLib.displacementmap,THREE.UniformsLib.roughnessmap,THREE.UniformsLib.metalnessmap,THREE.UniformsLib.fog,THREE.UniformsLib.ambient,THREE.UniformsLib.lights,
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