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@@ -915,7 +915,7 @@ THREE.ShaderLib = {
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" for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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- " vec3 dirVector = transformNormal( directionalLightDirection[ i ], viewMatrix );",
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+ " vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );",
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// diffuse
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@@ -958,7 +958,7 @@ THREE.ShaderLib = {
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" for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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- " vec3 lVector = transformNormal( hemisphereLightDirection[ i ], viewMatrix );",
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+ " vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );",
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// diffuse
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@@ -1236,7 +1236,7 @@ THREE.ShaderLib = {
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"void main() {",
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- " vWorldPosition = transformNormal( position, modelMatrix );",
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+ " vWorldPosition = transformDirection( position, modelMatrix );",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -1286,7 +1286,7 @@ THREE.ShaderLib = {
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"void main() {",
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- " vWorldPosition = transformNormal( position, modelMatrix );",
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+ " vWorldPosition = transformDirection( position, modelMatrix );",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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