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@@ -15,7 +15,7 @@ import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Mesh } from '../objects/Mesh.js';
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import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
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import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
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-import { RawShaderMaterial } from '../materials/RawShaderMaterial.js';
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+import { ShaderMaterial } from '../materials/ShaderMaterial.js';
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import { Vector3 } from '../math/Vector3.js';
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import { Color } from '../math/Color.js';
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import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
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@@ -654,7 +654,7 @@ function _getBlurShader( lodMax, width, height ) {
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const weights = new Float32Array( MAX_SAMPLES );
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const poleAxis = new Vector3( 0, 1, 0 );
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- const shaderMaterial = new RawShaderMaterial( {
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+ const shaderMaterial = new ShaderMaterial( {
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name: 'SphericalGaussianBlur',
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@@ -679,8 +679,6 @@ function _getBlurShader( lodMax, width, height ) {
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fragmentShader: /* glsl */`
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- #extension GL_EXT_shader_texture_lod : enable
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-
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precision mediump float;
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precision mediump int;
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@@ -753,7 +751,7 @@ function _getBlurShader( lodMax, width, height ) {
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function _getEquirectShader() {
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- const shaderMaterial = new RawShaderMaterial( {
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+ const shaderMaterial = new ShaderMaterial( {
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name: 'EquirectangularToCubeUV',
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@@ -796,7 +794,7 @@ function _getEquirectShader() {
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function _getCubemapShader() {
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- const shaderMaterial = new RawShaderMaterial( {
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+ const shaderMaterial = new ShaderMaterial( {
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name: 'CubemapToCubeUV',
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@@ -842,8 +840,6 @@ function _getCommonVertexShader() {
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precision mediump float;
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precision mediump int;
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- attribute vec3 position;
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- attribute vec2 uv;
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attribute float faceIndex;
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varying vec3 vOutputDirection;
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