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@@ -237,10 +237,10 @@ THREE.ShaderTerrain = {
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"outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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- THREE.ShaderChunk[ "fog_fragment" ],
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-
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"gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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+ THREE.ShaderChunk[ "fog_fragment" ],
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+
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"}"
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].join( "\n" ),
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