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@@ -112,15 +112,7 @@ THREE.ShaderChunk = {
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"#else",
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- "#ifdef FLIP_SIDED",
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-
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- "vec4 cubeColor = textureCube( envMap, -vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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-
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- "#else",
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-
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- "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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-
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- "#endif",
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+ "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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"#endif",
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@@ -467,16 +459,7 @@ THREE.ShaderChunk = {
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"#endif",
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- "#ifdef FLIP_SIDED",
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-
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- "transformedNormal = normalize( -transformedNormal );",
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-
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- "#else",
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-
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- "transformedNormal = normalize( transformedNormal );",
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-
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- "#endif",
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-
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+ "transformedNormal = normalize( transformedNormal );",
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"#if MAX_DIR_LIGHTS > 0",
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@@ -836,12 +819,6 @@ THREE.ShaderChunk = {
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"vec3 normal = normalize( vNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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- "#ifdef FLIP_SIDED",
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-
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- "normal = -normal;",
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-
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- "#endif",
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-
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"#ifdef DOUBLE_SIDED",
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"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
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@@ -1435,6 +1412,12 @@ THREE.ShaderChunk = {
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"#endif",
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+ "#ifdef FLIP_SIDED",
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+
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+ "objectNormal = -objectNormal;",
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+
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+ "#endif",
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+
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"vec3 transformedNormal = normalMatrix * objectNormal;",
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].join("\n"),
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