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@@ -1,55 +0,0 @@
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-/**
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- * @author mrdoob / http://mrdoob.com/
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- */
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-
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-THREE.ShadowMaterial = function () {
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-
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- THREE.ShaderMaterial.call( this, {
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- uniforms: THREE.UniformsUtils.merge( [
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- THREE.UniformsLib[ "lights" ],
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- {
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- opacity: { type: 'f', value: 1.0 }
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- }
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- ] ),
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- vertexShader: [
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- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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- "void main() {",
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- THREE.ShaderChunk[ "begin_vertex" ],
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- THREE.ShaderChunk[ "project_vertex" ],
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- THREE.ShaderChunk[ "worldpos_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_vertex" ],
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- "}"
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- ].join( '\n' ),
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- fragmentShader: [
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- THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "packing" ],
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- THREE.ShaderChunk[ "bsdfs" ],
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- THREE.ShaderChunk[ "lights_pars" ],
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- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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- THREE.ShaderChunk[ "shadowmask_pars_fragment" ],
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- "uniform float opacity;",
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- "void main() {",
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- " gl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );",
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- "}"
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- ].join( '\n' )
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- } );
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-
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- this.lights = true;
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- this.transparent = true;
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-
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- Object.defineProperties( this, {
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- opacity: {
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- enumerable: true,
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- get: function () {
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- return this.uniforms.opacity.value;
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- },
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- set: function ( value ) {
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- this.uniforms.opacity.value = value;
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- }
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- }
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- } );
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-
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-};
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-
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-THREE.ShadowMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
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-THREE.ShadowMaterial.prototype.constructor = THREE.ShadowMaterial;
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