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@@ -132,7 +132,6 @@ THREE.WebGLRenderer = function ( parameters ) {
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// camera matrices cache
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// camera matrices cache
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_projScreenMatrix = new THREE.Matrix4(),
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_projScreenMatrix = new THREE.Matrix4(),
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- _projScreenMatrixPS = new THREE.Matrix4(),
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_vector3 = new THREE.Vector3(),
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_vector3 = new THREE.Vector3(),
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@@ -300,11 +299,9 @@ THREE.WebGLRenderer = function ( parameters ) {
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var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
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var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
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var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
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var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
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- var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
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var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
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var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
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var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
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var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
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- var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
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var getCompressedTextureFormats = ( function () {
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var getCompressedTextureFormats = ( function () {
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@@ -1020,8 +1017,6 @@ THREE.WebGLRenderer = function ( parameters ) {
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geometry.__vertexArray = new Float32Array( nvertices * 3 );
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geometry.__vertexArray = new Float32Array( nvertices * 3 );
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geometry.__colorArray = new Float32Array( nvertices * 3 );
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geometry.__colorArray = new Float32Array( nvertices * 3 );
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- geometry.__sortArray = [];
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-
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geometry.__webglParticleCount = nvertices;
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geometry.__webglParticleCount = nvertices;
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initCustomAttributes( object );
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initCustomAttributes( object );
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@@ -1202,10 +1197,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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vertexArray = geometry.__vertexArray,
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vertexArray = geometry.__vertexArray,
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colorArray = geometry.__colorArray,
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colorArray = geometry.__colorArray,
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- sortArray = geometry.__sortArray,
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-
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dirtyVertices = geometry.verticesNeedUpdate,
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dirtyVertices = geometry.verticesNeedUpdate,
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- dirtyElements = geometry.elementsNeedUpdate,
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dirtyColors = geometry.colorsNeedUpdate,
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dirtyColors = geometry.colorsNeedUpdate,
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customAttributes = geometry.__webglCustomAttributesList,
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customAttributes = geometry.__webglCustomAttributesList,
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@@ -1557,7 +1549,6 @@ THREE.WebGLRenderer = function ( parameters ) {
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offset_skin = 0,
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offset_skin = 0,
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offset_morphTarget = 0,
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offset_morphTarget = 0,
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offset_custom = 0,
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offset_custom = 0,
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- offset_customSrc = 0,
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value,
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value,
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@@ -1597,8 +1588,6 @@ THREE.WebGLRenderer = function ( parameters ) {
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obj_uvs = geometry.faceVertexUvs[ 0 ],
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obj_uvs = geometry.faceVertexUvs[ 0 ],
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obj_uvs2 = geometry.faceVertexUvs[ 1 ],
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obj_uvs2 = geometry.faceVertexUvs[ 1 ],
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- obj_colors = geometry.colors,
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-
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obj_skinIndices = geometry.skinIndices,
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obj_skinIndices = geometry.skinIndices,
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obj_skinWeights = geometry.skinWeights,
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obj_skinWeights = geometry.skinWeights,
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@@ -2021,7 +2010,6 @@ THREE.WebGLRenderer = function ( parameters ) {
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if ( ! customAttribute.__original.needsUpdate ) continue;
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if ( ! customAttribute.__original.needsUpdate ) continue;
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offset_custom = 0;
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offset_custom = 0;
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- offset_customSrc = 0;
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if ( customAttribute.size === 1 ) {
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if ( customAttribute.size === 1 ) {
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