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@@ -84,6 +84,7 @@ THREE.ShaderLib = {
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" vec3 outgoingLight = vec3( 0.0 );",
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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+ " vec3 totalAmbientLight = vec3( 1.0 )", // hardwired
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" vec3 shadowMask = vec3( 1.0 );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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@@ -95,7 +96,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "aomap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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- " outgoingLight = diffuseColor.rgb * shadowMask;",
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+ " outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask;",
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THREE.ShaderChunk[ "envmap_fragment" ],
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@@ -924,4 +925,3 @@ THREE.ShaderLib = {
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}
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};
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-
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