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@@ -107,44 +107,6 @@ uniform vec3 ambientLightColor;
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#if defined( USE_ENVMAP ) && defined( PHYSICAL )
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-
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- vec3 getDiffuseLightProbeIndirectLightColor( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float maxLodLevel ) {
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-
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- #ifdef DOUBLE_SIDED
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-
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- float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );
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-
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- #else
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-
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- float flipNormal = 1.0;
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-
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- #endif
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-
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- vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
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-
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- #ifdef ENVMAP_TYPE_CUBE
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-
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- #if defined( TEXTURE_CUBE_LOD_EXT )
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-
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- vec4 envMapColor = textureCubeLodEXT( envMap, flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz ), maxLodLevel );
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-
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- #else
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-
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- vec4 envMapColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz ), maxLodLevel );
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-
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- #endif
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- #else
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-
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- vec4 envMapColor = vec3( 0.0 );
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-
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- #endif
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-
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- envMapColor.rgb = inputToLinear( envMapColor.rgb );
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-
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- return envMapColor.rgb;
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-
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- }
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-
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// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
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float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
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