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@@ -13830,19 +13830,19 @@ THREE.ShaderChunk = {
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"#ifdef USE_SKINNING",
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- "vec4 mPosition = modelMatrix * skinned;",
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+ "vec4 worldPosition = modelMatrix * skinned;",
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"#endif",
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"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
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- "vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",
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+ "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
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"#endif",
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"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
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- "vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
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+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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"#endif",
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@@ -13858,11 +13858,11 @@ THREE.ShaderChunk = {
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"if ( useRefract ) {",
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- "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
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+ "vReflect = refract( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
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"} else {",
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- "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
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+ "vReflect = reflect( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
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"}",
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@@ -14277,7 +14277,7 @@ THREE.ShaderChunk = {
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"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
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"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
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- "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
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+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
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"if ( spotEffect > spotLightAngleCos[ i ] ) {",
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@@ -14442,7 +14442,7 @@ THREE.ShaderChunk = {
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"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
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- "vWorldPosition = mPosition.xyz;",
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+ "vWorldPosition = worldPosition.xyz;",
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"#endif"
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@@ -15353,7 +15353,7 @@ THREE.ShaderChunk = {
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"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
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- "vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
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+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
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"}",
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@@ -25153,11 +25153,11 @@ THREE.ShaderUtils = {
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"void main() {",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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- "vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
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+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
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- "vec3 I = mPosition.xyz - cameraPosition;",
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+ "vec3 I = worldPosition.xyz - cameraPosition;",
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"vReflect = reflect( I, nWorld );",
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"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
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@@ -25789,13 +25789,13 @@ THREE.ShaderUtils = {
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//
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"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
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- "vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
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+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
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"gl_Position = projectionMatrix * mvPosition;",
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//
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- "vWorldPosition = mPosition.xyz;",
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+ "vWorldPosition = worldPosition.xyz;",
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"vViewPosition = -mvPosition.xyz;",
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// shadows
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@@ -25804,7 +25804,7 @@ THREE.ShaderUtils = {
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"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
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- "vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
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+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
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"}",
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@@ -25831,8 +25831,8 @@ THREE.ShaderUtils = {
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"void main() {",
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- "vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
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- "vViewPosition = cameraPosition - mPosition.xyz;",
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+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+ "vViewPosition = cameraPosition - worldPosition.xyz;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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