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@@ -20,8 +20,8 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var canvasWidth, canvasHeight;
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var canvasWBlocks, canvasHBlocks;
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- var viewportXScale, viewportYScale, viewportZScale, viewportTexCoordScale;
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- var viewportXOffs, viewportYOffs, viewportZOffs, viewportTexCoordOffs;
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+ var viewportXScale, viewportYScale, viewportZScale;
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+ var viewportXOffs, viewportYOffs, viewportZOffs;
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var clearColor = new THREE.Color( 0x000000 );
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@@ -228,18 +228,151 @@ THREE.SoftwareRenderer = function ( parameters ) {
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};
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+ function getPalette( color, bSimulateSpecular ) {
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+ var diffuseR = color.r * 149;
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+ var diffuseG = color.g * 149;
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+ var diffuseB = color.b * 149;
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+ var palette = new Array(256);
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+
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+ if ( bSimulateSpecular ) {
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+
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+ var i = 0;
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+ while(i < 204) {
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+ var r = i * diffuseR / 204;
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+ var g = i * diffuseG / 204;
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+ var b = i * diffuseB / 204;
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+ if(r > 255)
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+ r = 255;
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+ if(g > 255)
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+ g = 255;
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+ if(b > 255)
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+ b = 255;
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+
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+ palette[i++] = r << 16 | g << 8 | b;
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+ }
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+
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+ while(i < 256) { // plus specular highlight
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+ var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
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+ var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
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+ var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
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+ if(r > 255)
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+ r = 255;
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+ if(g > 255)
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+ g = 255;
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+ if(b > 255)
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+ b = 255;
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+
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+ if ( (r<<16) < 16777215 )
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+ {
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+ var test = 0;
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+ ++test;
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+ }
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+
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+ palette[i++] = r << 16 | g << 8 | b;
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+ }
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+
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+ } else {
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+
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+ var i = 0;
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+ while(i < 256) {
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+ var r = i * diffuseR / 255;
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+ var g = i * diffuseG / 255;
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+ var b = i * diffuseB / 255;
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+ if(r > 255)
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+ r = 255;
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+ if(g > 255)
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+ g = 255;
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+ if(b > 255)
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+ b = 255;
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+
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+ palette[i++] = r << 16 | g << 8 | b;
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+ }
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+
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+ }
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+
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+ return palette;
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+ }
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+
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+ function basicMaterialShader( buffer, offset, u, v, n, face, material ) {
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+ var tdim = material.texture.width;
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+ var isTransparent = material.transparent;
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+ var tbound = tdim - 1;
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+ var tdata = material.texture.data;
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+ var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
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+
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+ if ( !isTransparent ) {
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+ buffer[ offset ] = (texel & 0xff0000) >> 16;
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+ buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
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+ buffer[ offset + 2 ] = texel & 0xff;
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+ buffer[ offset + 3 ] = material.opacity * 255;
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+ }
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+ else {
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+ var opaci = ((texel >> 24) & 0xff) * material.opacity;
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+ if(opaci < 250) {
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+ var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
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+ texel = texel * opaci + backColor * (1-opaci);
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+ }
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+
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+ buffer[ offset ] = (texel & 0xff0000) >> 16;
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+ buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
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+ buffer[ offset + 2 ] = (texel & 0xff);
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+ buffer[ offset + 3 ] = material.opacity * 255;
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+ }
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+ }
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+
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+ function lightingMaterialShader( buffer, offset, u, v, n, face, material ) {
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+
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+ var tdim = material.texture.width;
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+ var isTransparent = material.transparent;
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+ var color = material.palette[ n > 0 ? (~~n) : 0 ];
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+ var tbound = tdim - 1;
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+ var tdata = material.texture.data;
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+ var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
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+
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+ if ( !isTransparent ) {
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+ buffer[ offset ] = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 16)) >> 8;
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+ buffer[ offset + 1 ] = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8)) >> 8;
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+ buffer[ offset + 2 ] = ((color & 0xff) * (texel & 0xff)) >> 8;
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+ buffer[ offset + 3 ] = material.opacity * 255;
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+ } else {
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+ var opaci = ((texel >> 24) & 0xff) * material.opacity;
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+ if(opaci < 250) {
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+ var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
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+ texel = texel * opaci + backColor * (1-opaci);
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+ }
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+ buffer[ offset ] = (texel & 0xff0000) >> 16;
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+ buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
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+ buffer[ offset + 2 ] = (texel & 0xff);
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+ buffer[ offset + 3 ] = material.opacity * 255;
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+ }
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+
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+ }
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+
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function getMaterialShader( material ) {
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var id = material.id;
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var shader = shaders[ id ];
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if ( shaders[ id ] === undefined ) {
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-
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+
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if ( material instanceof THREE.MeshBasicMaterial ||
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material instanceof THREE.MeshLambertMaterial ||
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material instanceof THREE.MeshPhongMaterial ||
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material instanceof THREE.SpriteMaterial ) {
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+ if ( material instanceof THREE.MeshLambertMaterial ) {
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+ // Generate color palette
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+ if ( !material.palette ) {
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+ material.palette = getPalette( material.color, false );
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+ }
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+
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+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
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+ // Generate color palette
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+ if ( !material.palette ) {
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+ material.palette = getPalette( material.color, true );
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+ }
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+ }
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+
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var string;
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if ( material.map ) {
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@@ -247,31 +380,14 @@ THREE.SoftwareRenderer = function ( parameters ) {
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texture.CreateFromImage( material.map.image );
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material.texture = texture;
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- string = [
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- 'var tdim = material.texture.width;',
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- 'var isTransparent = material.transparent',
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- 'var tbound = tdim - 1;',
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- 'var tdata = material.texture.data;',
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- 'var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];',
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- 'if ( !isTransparent ) {',
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- ' buffer[ offset ] = (texel & 0xff0000) >> 16;',
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- ' buffer[ offset + 1 ] = (texel & 0xff00) >> 8;',
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- ' buffer[ offset + 2 ] = (texel & 0xff);',
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- ' buffer[ offset + 3 ] = material.opacity * 255;',
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- '} else { ',
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- ' var opaci = ((texel >> 24) & 0xff) * material.opacity;',
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- ' if(opaci > 250) { ',
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- ' zbuf[pix] = z; ',
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- ' } else {',
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- ' var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8 ',
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- ' texel = texel * opaci + backcolor * (1-opaci); ',
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- ' }',
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- ' buffer[ offset ] = (texel & 0xff0000) >> 16;',
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- ' buffer[ offset + 1 ] = (texel & 0xff00) >> 8;',
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- ' buffer[ offset + 2 ] = (texel & 0xff);',
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- ' buffer[ offset + 3 ] = material.opacity * 255;',
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- '}'
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- ].join('\n');
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+ if ( material instanceof THREE.MeshBasicMaterial ) {
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+
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+ shader = basicMaterialShader;
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+ } else {
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+
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+ shader = lightingMaterialShader;
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+ }
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+
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} else {
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@@ -281,7 +397,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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'buffer[ offset ] = face.color.r * 255;',
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'buffer[ offset + 1 ] = face.color.g * 255;',
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'buffer[ offset + 2 ] = face.color.b * 255;',
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- 'buffer[ offset + 3 ] = material.opacity * 255;',
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+ 'buffer[ offset + 3 ] = material.opacity * 255;'
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].join('\n');
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} else {
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@@ -290,13 +406,13 @@ THREE.SoftwareRenderer = function ( parameters ) {
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'buffer[ offset ] = material.color.r * 255;',
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'buffer[ offset + 1 ] = material.color.g * 255;',
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'buffer[ offset + 2 ] = material.color.b * 255;',
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- 'buffer[ offset + 3 ] = material.opacity * 255;',
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+ 'buffer[ offset + 3 ] = material.opacity * 255;'
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].join('\n');
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}
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- }
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-
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- shader = new Function( 'buffer, offset, u, v, face, material', string );
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+
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+ shader = new Function( 'buffer, offset, u, v, n, face, material', string );
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+ }
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} else {
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@@ -370,13 +486,18 @@ THREE.SoftwareRenderer = function ( parameters ) {
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// UV values
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- var tu1 = (face.uvs[0].x * viewportTexCoordScale + viewportTexCoordOffs);
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- var tv1 = (face.uvs[0].y * viewportTexCoordScale + viewportTexCoordOffs);
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- var tu2 = (face.uvs[1].x * viewportTexCoordScale + viewportTexCoordOffs);
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- var tv2 = (face.uvs[1].y * viewportTexCoordScale + viewportTexCoordOffs);
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- var tu3 = (face.uvs[2].x * viewportTexCoordScale + viewportTexCoordOffs);
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- var tv3 = (face.uvs[2].y * viewportTexCoordScale + viewportTexCoordOffs);
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-
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+ var tu1 = face.uvs[0].x;
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+ var tv1 = face.uvs[0].y;
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+ var tu2 = face.uvs[1].x;
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+ var tv2 = face.uvs[1].y;
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+ var tu3 = face.uvs[2].x;
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+ var tv3 = face.uvs[2].y;
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+
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+ // Normal values
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+ var n1 = face.vertexNormalsModel[0], n2 = face.vertexNormalsModel[1], n3 = face.vertexNormalsModel[2];
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+ var nz1 = n1.z;
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+ var nz2 = n2.z;
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+ var nz3 = n3.z;
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// Deltas
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var dx12 = x1 - x2, dy12 = y2 - y1;
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@@ -441,9 +562,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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// UV interpolation setup
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- var dtu12 = tu1 - tu2, du31 = tu3 - tu1;
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- var dtudx = (invDet * (dtu12*dy31 - du31*dy12)); // dtu per one subpixel step in x
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- var dtudy = (invDet * (dtu12*dx31 - dx12*du31)); // dtu per one subpixel step in y
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+ var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
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+ var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
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+ var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
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var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
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var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
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var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
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@@ -464,6 +585,21 @@ THREE.SoftwareRenderer = function ( parameters ) {
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dtvdx = (dtvdx * tvfixscale);
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dtvdy = (dtvdy * tvfixscale);
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+ // Normal interpolation setup
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+
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+ var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
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+ var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
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+ var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
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+
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+ // Normal at top/left corner of rast area
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+
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+ var cnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
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+
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+ // UV pixel steps
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+
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+ dnzdx = (dnzdx * tvfixscale);
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+ dnzdy = (dnzdy * tvfixscale);
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+
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// Set up min/max corners
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var qm1 = q - 1; // for convenience
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var nmin1 = 0, nmax1 = 0;
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@@ -493,6 +629,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cbz = cz;
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var cbtu = ctu;
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var cbtv = ctv;
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+ var cbnz = cnz;
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var qstep = -q;
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var e1x = qstep * dy12;
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var e2x = qstep * dy23;
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@@ -500,6 +637,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var ezx = qstep * dzdx;
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var etux = qstep * dtudx;
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var etvx = qstep * dtvdx;
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+ var enzx = qstep * dnzdx;
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var x0 = minx;
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for ( var y0 = miny; y0 < maxy; y0 += q ) {
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@@ -514,6 +652,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cbz += ezx;
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cbtu += etux;
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cbtv += etvx;
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+ cbnz += enzx;
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}
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@@ -525,6 +664,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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ezx = -ezx;
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etux = -etux;
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etvx = -etvx;
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+ enzx = -enzx;
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while ( 1 ) {
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@@ -536,6 +676,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cbz += ezx;
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cbtu += etux;
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cbtv += etvx;
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+ cbnz += enzx;
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// We're done with this block line when at least one edge completely out
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// If an edge function is too small and decreasing in the current traversal
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@@ -573,6 +714,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cyz = cbz;
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var cytu = cbtu;
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var cytv = cbtv;
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+ var cynz = cbnz;
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for ( var iy = 0; iy < q; iy ++ ) {
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@@ -581,6 +723,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cxz = cyz;
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var cxtu = cytu;
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var cxtv = cytv;
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+ var cxnz = cynz;
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for ( var ix = 0; ix < q; ix ++ ) {
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@@ -591,7 +734,15 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var u = cx1 * scale;
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var v = cx2 * scale;
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- shader( data, offset * 4, cxtu, cxtv, face, material );
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+ shader( data, offset * 4, cxtu, cxtv, cxnz * 255, face, material );
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+
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+ if ( material.palette ) {
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+
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+ var color = material.palette[ (cxnz * 255) > 0 ? (~~(cxnz * 255)) : 0 ];
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+ var r = (color & 0xff0000) >> 16;
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+ var test = 0;
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+ }
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+
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}
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cx1 += dy12;
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@@ -599,6 +750,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cxz += dzdx;
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cxtu += dtudx;
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cxtv += dtvdx;
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+ cxnz += dnzdx;
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offset++;
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}
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@@ -608,6 +760,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cyz += dzdy;
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cytu += dtudy;
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cytv += dtvdy;
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+ cynz += dnzdy;
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offset += linestep;
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}
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@@ -620,6 +773,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cyz = cbz;
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var cytu = cbtu;
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var cytv = cbtv;
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+ var cynz = cbnz;
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for ( var iy = 0; iy < q; iy ++ ) {
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@@ -628,7 +782,8 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cx3 = cy3;
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var cxz = cyz;
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var cxtu = cytu;
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- var cxtv = cytv;
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+ var cxtv = cytv;
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+ var cxnz = cynz;
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for ( var ix = 0; ix < q; ix ++ ) {
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@@ -641,7 +796,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var v = cx2 * scale;
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zbuffer[ offset ] = z;
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- shader( data, offset * 4, cxtu, cxtv, face, material );
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+ shader( data, offset * 4, cxtu, cxtv, cxnz * 255, face, material );
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}
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@@ -653,6 +808,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cxz += dzdx;
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cxtu += dtudx;
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cxtv += dtvdx;
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+ cxnz += dnzdx;
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offset++;
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}
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@@ -663,6 +819,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cyz += dzdy;
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cytu += dtudy;
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cytv += dtvdy;
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+ cynz += dnzdy;
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offset += linestep;
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}
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@@ -678,6 +835,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cbz += q*dzdy;
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cbtu += q*dtudy;
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cbtv += q*dtvdy;
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+ cbnz += q*dnzdy;
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}
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}
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