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@@ -13,8 +13,15 @@ backGeometry.viewDir = geometry.viewDir;
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vLightFront = vec3( 0.0 );
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+#if defined (USE_SHADOWMAP) && NUM_HEMI_LIGHTS > 0
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+ vAmbientLightFront = vec3( 0.0 );
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+#endif
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+
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#ifdef DOUBLE_SIDED
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vLightBack = vec3( 0.0 );
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+ #if defined(USE_SHADOWMAP) && NUM_HEMI_LIGHTS > 0
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+ vAmbientLightBack = vec3( 0.0 );
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+ #endif
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#endif
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IncidentLight directLight;
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@@ -103,11 +110,19 @@ vec3 directLightColor_Diffuse;
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#pragma unroll_loop
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for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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- vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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+ #ifdef USE_SHADOWMAP
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+ vAmbientLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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+ #else
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+ vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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+ #endif
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#ifdef DOUBLE_SIDED
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- vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );
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+ #ifdef USE_SHADOWMAP
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+ vAmbientLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );
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+ #else
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+ vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );
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+ #endif
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#endif
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