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@@ -16,7 +16,7 @@ import { Vector2 } from '../../math/Vector2';
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import { Matrix4 } from '../../math/Matrix4';
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import { Frustum } from '../../math/Frustum';
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-function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
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+function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
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var _gl = _renderer.context,
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_state = _renderer.state,
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@@ -99,12 +99,12 @@ function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
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this.renderReverseSided = true;
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this.renderSingleSided = true;
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- this.render = function ( scene, camera ) {
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+ this.render = function ( lights, scene, camera ) {
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if ( scope.enabled === false ) return;
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if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
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- if ( _shadows.length === 0 ) return;
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+ if ( lights.length === 0 ) return;
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// Set GL state for depth map.
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_state.disable( _gl.BLEND );
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@@ -116,9 +116,9 @@ function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
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var faceCount;
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- for ( var i = 0, il = _shadows.length; i < il; i ++ ) {
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+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
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- var light = _shadows[ i ];
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+ var light = lights[ i ];
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var shadow = light.shadow;
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var isPointLight = light && light.isPointLight;
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@@ -258,11 +258,6 @@ function WebGLShadowMap( _renderer, _shadows, _objects, maxTextureSize ) {
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}
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- // Restore GL state.
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- var clearColor = _renderer.getClearColor();
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- var clearAlpha = _renderer.getClearAlpha();
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- _renderer.setClearColor( clearColor, clearAlpha );
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-
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scope.needsUpdate = false;
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};
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