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@@ -25,6 +25,7 @@ THREE.ShaderSkin = {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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+ THREE.UniformsLib[ "ambient" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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@@ -84,6 +85,7 @@ THREE.ShaderSkin = {
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "bsdfs" ],
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+ THREE.ShaderChunk[ "ambient_pars" ],
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THREE.ShaderChunk[ "lights_pars" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -136,7 +138,6 @@ THREE.ShaderSkin = {
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"vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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"vec4 diffuseColor = vec4( diffuse, opacity );",
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- "vec3 shadowMask = vec3( 1.0 );",
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"vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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"colDiffuse.rgb *= colDiffuse.rgb;",
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@@ -315,6 +316,7 @@ THREE.ShaderSkin = {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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+ THREE.UniformsLib[ "ambient" ],
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THREE.UniformsLib[ "lights" ],
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{
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@@ -373,6 +375,7 @@ THREE.ShaderSkin = {
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "common" ],
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+ THREE.ShaderChunk[ "ambient_pars" ],
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THREE.ShaderChunk[ "lights_pars" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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