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@@ -26,14 +26,20 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
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_depthMaterials = new Array( _NumberOfMaterialVariants ),
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_distanceMaterials = new Array( _NumberOfMaterialVariants );
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- var cubeDirections = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
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- new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 ) ];
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+ var cubeDirections = [
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+ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
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+ new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
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+ ];
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- var cubeUps = [ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
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- new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 ) ];
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+ var cubeUps = [
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+ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
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+ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
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+ ];
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- var cube2DViewPorts = [ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
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- new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() ];
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+ var cube2DViewPorts = [
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+ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
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+ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
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+ ];
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var _vector4 = new THREE.Vector4();
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@@ -48,7 +54,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
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for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
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var useMorphing = ( i & _MorphingFlag ) !== 0;
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- var useSkinning = ( i & _SkinningFlag ) !== 0;
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+ var useSkinning = ( i & _SkinningFlag ) !== 0;
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var depthMaterial = new THREE.ShaderMaterial( {
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@@ -63,7 +69,6 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
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_depthMaterials[ i ] = depthMaterial;
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-
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var distanceMaterial = new THREE.ShaderMaterial( {
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uniforms: distanceUniforms,
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vertexShader: distanceShader.vertexShader,
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@@ -153,7 +158,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
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// negative Z
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cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
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// positive Y
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- cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
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+ cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
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// negative Y
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cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
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@@ -364,6 +369,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
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var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
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var variantIndex = 0;
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+
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if ( useMorphing ) variantIndex |= _MorphingFlag;
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if ( useSkinning ) variantIndex |= _SkinningFlag;
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