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@@ -371,7 +371,7 @@ function generateEnvMapBlendingDefine( parameters, material ) {
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}
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-function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
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+function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
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var gl = renderer.getContext();
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@@ -387,7 +387,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
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var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
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- var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
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+ var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
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var customDefines = generateDefines( defines );
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@@ -481,7 +481,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
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parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
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- parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
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+ parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
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'uniform mat4 modelMatrix;',
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'uniform vec3 cameraPosition;',
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@@ -614,9 +614,9 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
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parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
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- parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
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+ parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
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- ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
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+ ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
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'uniform vec3 cameraPosition;',
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@@ -660,7 +660,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
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vertexShader = unrollLoops( vertexShader );
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fragmentShader = unrollLoops( fragmentShader );
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- if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
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+ if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
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var isGLSL3ShaderMaterial = false;
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