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@@ -15,7 +15,7 @@
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import { UniformsUtils, ShaderLib } from 'three';
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-const lights_mmd_toon_pars_fragment = `
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+const lights_mmd_toon_pars_fragment = /* glsl */`
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varying vec3 vViewPosition;
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struct BlinnPhongMaterial {
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@@ -49,7 +49,7 @@ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in Geometric
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#define Material_LightProbeLOD( material ) (0)
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`;
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-const mmd_toon_matcap_fragment = `
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+const mmd_toon_matcap_fragment = /* glsl */`
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#ifdef USE_MATCAP
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vec3 viewDir = normalize( vViewPosition );
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