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@@ -105,6 +105,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "aomap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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+
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"reflectedLight.indirectDiffuse *= shadowMask;",
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"vec3 outgoingLight = reflectedLight.indirectDiffuse;",
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@@ -127,6 +128,7 @@ THREE.ShaderLib = {
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THREE.UniformsLib[ "common" ],
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THREE.UniformsLib[ "fog" ],
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+ THREE.UniformsLib[ "ambient" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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@@ -193,8 +195,6 @@ THREE.ShaderLib = {
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"uniform vec3 emissive;",
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"uniform float opacity;",
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- "uniform vec3 ambientLightColor;",
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-
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"varying vec3 vLightFront;",
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"#ifdef DOUBLE_SIDED",
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@@ -210,6 +210,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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+ THREE.ShaderChunk[ "ambient_pars" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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@@ -219,7 +220,7 @@ THREE.ShaderLib = {
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" vec3 outgoingLight = vec3( 0.0 );",
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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- " vec3 totalAmbientLight = PI * ambientLightColor;",
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+ " vec3 totalAmbientLight = getAmbientLightIrradiance( ambientLightColor );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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@@ -268,6 +269,7 @@ THREE.ShaderLib = {
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THREE.UniformsLib[ "normalmap" ],
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THREE.UniformsLib[ "displacementmap" ],
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THREE.UniformsLib[ "fog" ],
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+ THREE.UniformsLib[ "ambient" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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@@ -361,6 +363,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "bsdfs" ],
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+ THREE.ShaderChunk[ "ambient_pars" ],
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THREE.ShaderChunk[ "lights_pars" ],
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THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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@@ -423,6 +426,7 @@ THREE.ShaderLib = {
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THREE.UniformsLib[ "roughnessmap" ],
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THREE.UniformsLib[ "metalnessmap" ],
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THREE.UniformsLib[ "fog" ],
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+ THREE.UniformsLib[ "ambient" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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@@ -526,6 +530,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "bsdfs" ],
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+ THREE.ShaderChunk[ "ambient_pars" ],
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THREE.ShaderChunk[ "lights_pars" ],
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THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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