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@@ -262,19 +262,19 @@
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mtl = new THREE.PhongNodeMaterial();
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- //mtl.color = // albedo color
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- //mtl.alpha = // opacity (0 at 1)
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- //mtl.specular = // specular color
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+ //mtl.color = // albedo (vec3)
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+ //mtl.alpha = // opacity (float)
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+ //mtl.specular = // specular color (vec3)
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//mtl.shininess = // shininess (float)
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- //mtl.normal = // normalmap
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- //mtl.normalScale = // normalmap scale
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- //mtl.emissive = // emissive color
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- //mtl.ambient = // ambient color
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- //mtl.shadow = // shadowmap
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- //mtl.ao = // ambient occlusion
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- //mtl.environment = // reflection map (CubeMap recommended)
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- //mtl.environmentAlpha = // environment alpha
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- //mtl.transform = // vertex transformation
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+ //mtl.normal = // normalmap (vec3)
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+ //mtl.normalScale = // normalmap scale (vec2)
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+ //mtl.emissive = // emissive color (vec3)
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+ //mtl.ambient = // ambient color (vec3)
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+ //mtl.shadow = // shadowmap (vec3)
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+ //mtl.ao = // ambient occlusion (float)
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+ //mtl.environment = // reflection/refraction (vec3)
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+ //mtl.environmentAlpha = // environment alpha (float)
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+ //mtl.transform = // vertex transformation (vec3)
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var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
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@@ -294,19 +294,18 @@
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mtl = new THREE.StandardNodeMaterial();
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- //mtl.color = // albedo color
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- //mtl.alpha = // opacity (0 at 1)
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+ //mtl.color = // albedo (vec3)
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+ //mtl.alpha = // opacity (float)
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//mtl.roughness = // roughness (float)
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//mtl.metalness = // metalness (float)
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- //mtl.normal = // normalmap
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- //mtl.normalScale = // normalmap scale
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- //mtl.emissive = // emissive color
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- //mtl.ambient = // ambient color
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- //mtl.shadow = // shadowmap
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- //mtl.ao = // ambient occlusion
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- //mtl.environment = // reflection map (CubeMap recommended)
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- //mtl.environmentAlpha = // environment alpha
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- //mtl.transform = // vertex transformation
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+ //mtl.normal = // normalmap (vec3)
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+ //mtl.normalScale = // normalmap scale (vec2)
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+ //mtl.emissive = // emissive color (vec3)
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+ //mtl.ambient = // ambient color (vec3)
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+ //mtl.shadow = // shadowmap (vec3)
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+ //mtl.ao = // ambient occlusion (float)
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+ //mtl.environment = // reflection/refraction (vec3)
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+ //mtl.transform = // vertex transformation (vec3)
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var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
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