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@@ -514,7 +514,7 @@ THREE.ShaderSkin = {
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"#endif",
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- "outgoingLight += diffuseColor.rgb * totalDiffuseLight;",
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+ "outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );",
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"if ( passID == 0 ) {",
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@@ -547,13 +547,15 @@ THREE.ShaderSkin = {
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//"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );",
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- "outgoingLight += vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
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+ "outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
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"vec3( 0.101, 0.355, 0.365 ) * blur1Color + ",
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"vec3( 0.119, 0.208, 0.0 ) * blur2Color + ",
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"vec3( 0.114, 0.0, 0.0 ) * blur3Color + ",
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"vec3( 0.444, 0.0, 0.0 ) * blur4Color );",
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- "outgoingLight += ambientLightColor * diffuse + totalSpecularLight;",
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+ "outgoingLight *= sqrt( colDiffuse.xyz );",
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+
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+ "outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;",
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"#ifndef VERSION1",
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