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@@ -333,12 +333,12 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
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uniforms[ "lightRadius" ].value = distance;
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- positionVS.getPositionFromMatrix( light.matrixWorld );
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+ positionVS.setFromMatrixPosition( light.matrixWorld );
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positionVS.applyMatrix4( currentCamera.matrixWorldInverse );
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uniforms[ "lightPositionVS" ].value.copy( positionVS );
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- lightProxy.position.getPositionFromMatrix( light.matrixWorld );
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+ lightProxy.position.setFromMatrixPosition( light.matrixWorld );
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} else {
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@@ -425,11 +425,11 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var viewMatrix = currentCamera.matrixWorldInverse;
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var modelMatrix = light.matrixWorld;
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- positionVS.getPositionFromMatrix( modelMatrix );
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+ positionVS.setFromMatrixPosition( modelMatrix );
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positionVS.applyMatrix4( viewMatrix );
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- directionVS.getPositionFromMatrix( modelMatrix );
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- tempVS.getPositionFromMatrix( light.target.matrixWorld );
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+ directionVS.setFromMatrixPosition( modelMatrix );
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+ tempVS.setFromMatrixPosition( light.target.matrixWorld );
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directionVS.sub( tempVS );
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directionVS.normalize();
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directionVS.transformDirection( viewMatrix );
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@@ -499,8 +499,8 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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- directionVS.getPositionFromMatrix( light.matrixWorld );
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- tempVS.getPositionFromMatrix( light.target.matrixWorld );
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+ directionVS.setFromMatrixPosition( light.matrixWorld );
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+ tempVS.setFromMatrixPosition( light.target.matrixWorld );
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directionVS.sub( tempVS );
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directionVS.normalize();
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directionVS.transformDirection( currentCamera.matrixWorldInverse );
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@@ -566,7 +566,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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- directionVS.getPositionFromMatrix( light.matrixWorld );
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+ directionVS.setFromMatrixPosition( light.matrixWorld );
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directionVS.normalize();
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directionVS.transformDirection( currentCamera.matrixWorldInverse );
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@@ -635,7 +635,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var modelMatrix = light.matrixWorld;
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var viewMatrix = currentCamera.matrixWorldInverse;
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- positionVS.getPositionFromMatrix( modelMatrix );
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+ positionVS.setFromMatrixPosition( modelMatrix );
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positionVS.applyMatrix4( viewMatrix );
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uniforms[ "lightPositionVS" ].value.copy( positionVS );
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