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@@ -21,6 +21,7 @@ THREE.ShaderLib = {
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vertexShader: [
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "map_pars_vertex" ],
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THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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@@ -63,6 +64,7 @@ THREE.ShaderLib = {
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"uniform vec3 diffuse;",
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"uniform float opacity;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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@@ -125,6 +127,7 @@ THREE.ShaderLib = {
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"#endif",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "map_pars_vertex" ],
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THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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@@ -172,6 +175,7 @@ THREE.ShaderLib = {
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"#endif",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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@@ -250,6 +254,7 @@ THREE.ShaderLib = {
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"varying vec3 vViewPosition;",
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"varying vec3 vNormal;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "map_pars_vertex" ],
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THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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@@ -300,6 +305,7 @@ THREE.ShaderLib = {
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"uniform vec3 specular;",
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"uniform float shininess;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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@@ -354,6 +360,7 @@ THREE.ShaderLib = {
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"uniform float size;",
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"uniform float scale;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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@@ -385,6 +392,7 @@ THREE.ShaderLib = {
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"uniform vec3 psColor;",
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"uniform float opacity;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "map_particle_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -430,6 +438,7 @@ THREE.ShaderLib = {
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"varying float vLineDistance;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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@@ -458,6 +467,7 @@ THREE.ShaderLib = {
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"varying float vLineDistance;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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@@ -494,6 +504,7 @@ THREE.ShaderLib = {
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vertexShader: [
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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@@ -513,6 +524,7 @@ THREE.ShaderLib = {
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"uniform float mFar;",
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"uniform float opacity;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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"void main() {",
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@@ -550,6 +562,7 @@ THREE.ShaderLib = {
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"varying vec3 vNormal;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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@@ -570,6 +583,7 @@ THREE.ShaderLib = {
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"uniform float opacity;",
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"varying vec3 vNormal;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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"void main() {",
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@@ -597,12 +611,12 @@ THREE.ShaderLib = {
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"varying vec3 vWorldPosition;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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"void main() {",
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- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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- " vWorldPosition = worldPosition.xyz;",
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+ " vWorldPosition = transformDirection( position, modelMatrix );",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -619,6 +633,7 @@ THREE.ShaderLib = {
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"varying vec3 vWorldPosition;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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"void main() {",
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@@ -646,12 +661,12 @@ THREE.ShaderLib = {
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"varying vec3 vWorldPosition;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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"void main() {",
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- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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- " vWorldPosition = worldPosition.xyz;",
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+ " vWorldPosition = transformDirection( position, modelMatrix );",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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@@ -668,6 +683,7 @@ THREE.ShaderLib = {
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"varying vec3 vWorldPosition;",
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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"void main() {",
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@@ -675,8 +691,8 @@ THREE.ShaderLib = {
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// " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
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"vec3 direction = normalize( vWorldPosition );",
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"vec2 sampleUV;",
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- "sampleUV.y = clamp( tFlip * direction.y * -0.5 + 0.5, 0.0, 1.0);",
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- "sampleUV.x = atan( direction.z, direction.x ) * 0.15915494309189533576888376337251 + 0.5;", // reciprocal( 2 PI ) + 0.5
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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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"gl_FragColor = texture2D( tEquirect, sampleUV );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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@@ -705,6 +721,7 @@ THREE.ShaderLib = {
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vertexShader: [
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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THREE.ShaderChunk[ "skinning_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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@@ -723,6 +740,7 @@ THREE.ShaderLib = {
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fragmentShader: [
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+ THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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"vec4 pack_depth( const in float depth ) {",
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