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@@ -52,7 +52,7 @@
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var RADIUS = 75;
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- THREE.ShaderChunk[ 'lights_pars_maps' ] += [
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+ THREE.ShaderChunk[ 'lights_pars_begin' ] += [
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'#if defined TILED_FORWARD',
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'uniform vec4 tileData;',
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'uniform sampler2D tileTexture;',
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@@ -60,7 +60,7 @@
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'#endif'
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].join( '\n' );
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- THREE.ShaderChunk[ 'lights_fragment_maps' ] += [
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+ THREE.ShaderChunk[ 'lights_fragment_end' ] += [
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'',
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'#if defined TILED_FORWARD',
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'vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;',
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@@ -383,7 +383,7 @@
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init( geometry );
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resize();
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- renderer.animate( function ( time ) {
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+ renderer.setAnimationLoop( function ( time ) {
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update( time / 1000 );
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stats.begin();
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