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@@ -22921,15 +22921,15 @@ THREE.ShaderChunk[ 'lights_phong_fragment'] = "BlinnPhongMaterial material;\nmat
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// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
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-THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\n#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight indirectReflectedLight ) {\n indirectReflectedLight.diffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material ) (0)\n";
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+THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );\n directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\n#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight\nvoid BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 indirectDiffuseColor, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight indirectReflectedLight ) {\n indirectReflectedLight.diffuse += indirectDiffuseColor * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight\n#define Material_LightProbeLOD( material ) (0)\n";
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// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
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-THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n varying vec3 vWorldPosition;\n#endif\n#if MAX_POINT_LIGHTS > 0\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#endif\n";
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+THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\n#if MAX_POINT_LIGHTS > 0\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#endif\n";
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// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
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-THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n vWorldPosition = worldPosition.xyz;\n#endif\n";
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+THREE.ShaderChunk[ 'lights_phong_vertex'] = "#ifdef USE_ENVMAP\n vWorldPosition = worldPosition.xyz;\n#endif\n";
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// File:src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
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