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@@ -345,6 +345,7 @@ THREE.ShaderLib = {
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" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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+ " vec3 totalAmbientLight = ambientLightColor;",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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@@ -352,11 +353,11 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "alphamap_fragment" ],
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THREE.ShaderChunk[ "alphamap_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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+ THREE.ShaderChunk[ "lightmap_fragment" ],
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+ THREE.ShaderChunk[ "aomap_fragment" ],
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THREE.ShaderChunk[ "lights_phong_fragment" ],
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THREE.ShaderChunk[ "lights_phong_fragment" ],
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- THREE.ShaderChunk[ "aomap_fragment" ],
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- THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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