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@@ -565,8 +565,7 @@ THREE.ShaderDeferred = {
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uniforms: {
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- samplerNormalDepth: { type: "t", value: null },
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- samplerColor: { type: "t", value: null },
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+ samplerColor: { type: "t", value: null },
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viewWidth: { type: "f", value: 800 },
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viewHeight: { type: "f", value: 600 },
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@@ -574,7 +573,6 @@ THREE.ShaderDeferred = {
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fragmentShader : [
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- "uniform sampler2D samplerNormalDepth;",
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"uniform sampler2D samplerColor;",
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"uniform float viewHeight;",
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@@ -595,10 +593,6 @@ THREE.ShaderDeferred = {
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"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
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- "float z = texture2D( samplerNormalDepth, texCoord ).w;",
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-
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- "if ( z == 0.0 ) discard;",
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-
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"vec4 colorMap = texture2D( samplerColor, texCoord );",
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"vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
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