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@@ -87,7 +87,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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- " outgoingLight.rgb = diffuseColor.rgb;", // simple shader
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+ " outgoingLight = diffuseColor.rgb;", // simple shader
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THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense.
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THREE.ShaderChunk[ "envmap_fragment" ],
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@@ -196,7 +196,7 @@ THREE.ShaderLib = {
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" vec3 outgoingLight = vec3( 0.0, 0.0, 0.0 );", // outgoing light does not have an alpha, the surface does
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" vec4 diffuseColor = vec4( 1.0, 1.0, 1.0, opacity );",
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-
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+
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "color_fragment" ],
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@@ -421,7 +421,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "color_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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- " outgoingLight.rgb = diffuseColor.rgb;", // simple shader
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+ " outgoingLight = diffuseColor.rgb;", // simple shader
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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@@ -713,7 +713,7 @@ THREE.ShaderLib = {
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"vec3 direction = normalize( vWorldPosition );",
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"vec2 sampleUV;",
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"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
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- "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
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+ "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
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"gl_FragColor = texture2D( tEquirect, sampleUV );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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