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@@ -127,7 +127,7 @@ THREE.TranslucentShader = {
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" PointLight pointLight;",
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- " #pragma unroll_loop",
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+ " #pragma unroll_loop_start",
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" for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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" pointLight = pointLights[ i ];",
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" getPointDirectLightIrradiance( pointLight, geometry, directLight );",
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@@ -142,6 +142,7 @@ THREE.TranslucentShader = {
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" RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
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" #endif",
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" }",
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+ " #pragma unroll_loop_end",
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" #endif",
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@@ -173,12 +174,13 @@ THREE.TranslucentShader = {
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" #if ( NUM_HEMI_LIGHTS > 0 )",
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- " #pragma unroll_loop",
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+ " #pragma unroll_loop_start",
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" for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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" irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );",
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" }",
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+ " #pragma unroll_loop_end",
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" #endif",
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