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@@ -178,16 +178,17 @@ h,n,j,o,z,k){var s,t,r,l,H;r=0;for(l=j.materials.length;r<l;r++){s=j.materials[r
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b.createFramebuffer();n.__webGLRenderbuffer=b.createRenderbuffer();n.__webGLTexture=b.createTexture();b.bindRenderbuffer(b.RENDERBUFFER,n.__webGLRenderbuffer);b.renderbufferStorage(b.RENDERBUFFER,b.DEPTH_COMPONENT16,n.width,n.height);b.bindTexture(b.TEXTURE_2D,n.__webGLTexture);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,i(n.wrap_s));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,i(n.wrap_t));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,i(n.mag_filter));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,
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i(n.min_filter));b.texImage2D(b.TEXTURE_2D,0,i(n.format),n.width,n.height,0,i(n.format),i(n.type),null);b.bindFramebuffer(b.FRAMEBUFFER,n.__webGLFramebuffer);b.framebufferTexture2D(b.FRAMEBUFFER,b.COLOR_ATTACHMENT0,b.TEXTURE_2D,n.__webGLTexture,0);b.framebufferRenderbuffer(b.FRAMEBUFFER,b.DEPTH_ATTACHMENT,b.RENDERBUFFER,n.__webGLRenderbuffer);b.bindTexture(b.TEXTURE_2D,null);b.bindRenderbuffer(b.RENDERBUFFER,null);b.bindFramebuffer(b.FRAMEBUFFER,null)}if(n){o=n.__webGLFramebuffer;k=n.width;z=n.height}else{o=
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null;k=q.width;z=q.height}if(o!=p){b.bindFramebuffer(b.FRAMEBUFFER,o);b.viewport(0,0,k,z);j&&b.clear(b.COLOR_BUFFER_BIT|b.DEPTH_BUFFER_BIT);p=o}this.autoClear&&this.clear();h.autoUpdateMatrix&&h.updateMatrix();w.set(h.matrix.flatten());S.set(h.projectionMatrix.flatten());j=0;for(o=e.__webGLObjects.length;j<o;j++){z=e.__webGLObjects[j];k=z.object;z=z.buffer;if(k.visible){this.setupMatrices(k,h);this.renderPass(h,s,t,k,z,THREE.NormalBlending,false)}}j=0;for(o=e.__webGLObjects.length;j<o;j++){z=e.__webGLObjects[j];
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-k=z.object;z=z.buffer;if(k.visible){this.setupMatrices(k,h);k.doubleSided?b.disable(b.CULL_FACE):b.enable(b.CULL_FACE);this.renderPass(h,s,t,k,z,THREE.AdditiveBlending,false);this.renderPass(h,s,t,k,z,THREE.SubtractiveBlending,false);this.renderPass(h,s,t,k,z,THREE.AdditiveBlending,true);this.renderPass(h,s,t,k,z,THREE.SubtractiveBlending,true);this.renderPass(h,s,t,k,z,THREE.NormalBlending,true)}}if(n&&n.min_filter!==THREE.NearestFilter&&n.min_filter!==THREE.LinearFilter){b.bindTexture(b.TEXTURE_2D,
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-n.__webGLTexture);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}};this.initWebGLObjects=function(e){function h(r,l,H,x){if(r[l]==undefined){e.__webGLObjects.push({buffer:H,object:x});r[l]=1}}var n,j,o,z,k,s,t;if(!e.__webGLObjects){e.__webGLObjects=[];e.__webGLObjectsMap={}}n=0;for(j=e.objects.length;n<j;n++){o=e.objects[n];k=o.geometry;if(e.__webGLObjectsMap[o.id]==undefined)e.__webGLObjectsMap[o.id]={};t=e.__webGLObjectsMap[o.id];if(o instanceof THREE.Mesh){for(z in k.geometryChunks){s=
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-k.geometryChunks[z];if(!s.__webGLVertexBuffer){this.createMeshBuffers(s);this.initMeshBuffers(s,o);k.__dirtyVertices=true;k.__dirtyElements=true;k.__dirtyUvs=true;k.__dirtyNormals=true;k.__dirtyTangents=true}if(k.__dirtyVertices||k.__dirtyElements||k.__dirtyUvs)this.setMeshBuffers(s,o,b.DYNAMIC_DRAW,k.__dirtyVertices,k.__dirtyElements,k.__dirtyUvs,k.__dirtyNormals,k.__dirtyTangents);h(t,z,s,o)}k.__dirtyVertices=false;k.__dirtyElements=false;k.__dirtyUvs=false;k.__dirtyNormals=false;k.__dirtyTangents=
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-false}else if(o instanceof THREE.Line){if(!k.__webGLVertexBuffer){this.createLineBuffers(k);this.initLineBuffers(k);k.__dirtyVertices=true;k.__dirtyElements=true}k.__dirtyVertices&&this.setLineBuffers(k,b.DYNAMIC_DRAW,k.__dirtyVertices,k.__dirtyElements);h(t,0,k,o);k.__dirtyVertices=false;k.__dirtyElements=false}else if(o instanceof THREE.ParticleSystem){k.__webGLVertexBuffer||this.createParticleBuffers(k);h(t,0,k,o)}}};this.removeObject=function(e,h){var n,j;for(n=e.__webGLObjects.length-1;n>=0;n--){j=
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-e.__webGLObjects[n].object;h==j&&e.__webGLObjects.splice(n,1)}};this.setupMatrices=function(e,h){e.autoUpdateMatrix&&e.updateMatrix();D.multiply(h.matrix,e.matrix);A.set(D.flatten());F=THREE.Matrix4.makeInvert3x3(D).transpose();V.set(F.m);T.set(e.matrix.flatten())};this.loadMatrices=function(e){b.uniformMatrix4fv(e.uniforms.viewMatrix,false,w);b.uniformMatrix4fv(e.uniforms.modelViewMatrix,false,A);b.uniformMatrix4fv(e.uniforms.projectionMatrix,false,S);b.uniformMatrix3fv(e.uniforms.normalMatrix,false,
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-V);b.uniformMatrix4fv(e.uniforms.objectMatrix,false,T)};this.loadCamera=function(e,h){b.uniform3f(e.uniforms.cameraPosition,h.position.x,h.position.y,h.position.z)};this.setBlending=function(e){switch(e){case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE);break;case THREE.SubtractiveBlending:b.blendFunc(b.DST_COLOR,b.ZERO);break;default:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=function(e,h){if(e){!h||h=="ccw"?b.frontFace(b.CCW):
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-b.frontFace(b.CW);if(e=="back")b.cullFace(b.BACK);else e=="front"?b.cullFace(b.FRONT):b.cullFace(b.FRONT_AND_BACK);b.enable(b.CULL_FACE)}else b.disable(b.CULL_FACE)};this.supportsVertexTextures=function(){return b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0}};
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-THREE.Snippets={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, 1.0 ), fogFactor );\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube env_map;\nuniform int combine;\n#endif",
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-envmap_fragment:"#ifdef USE_ENVMAP\ncubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refraction_ratio;\nuniform bool useRefract;\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",
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-map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\n#endif",map_fragment:"#ifdef USE_MAP\nmapColor = texture2D( map, vUv );\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\n#endif",
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+k=z.object;z=z.buffer;if(k.visible){this.setupMatrices(k,h);if(k.doubleSided)b.disable(b.CULL_FACE);else{b.enable(b.CULL_FACE);k.flipSided?b.frontFace(b.CW):b.frontFace(b.CCW)}this.renderPass(h,s,t,k,z,THREE.AdditiveBlending,false);this.renderPass(h,s,t,k,z,THREE.SubtractiveBlending,false);this.renderPass(h,s,t,k,z,THREE.AdditiveBlending,true);this.renderPass(h,s,t,k,z,THREE.SubtractiveBlending,true);this.renderPass(h,s,t,k,z,THREE.NormalBlending,true)}}if(n&&n.min_filter!==THREE.NearestFilter&&n.min_filter!==
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+THREE.LinearFilter){b.bindTexture(b.TEXTURE_2D,n.__webGLTexture);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}};this.initWebGLObjects=function(e){function h(r,l,H,x){if(r[l]==undefined){e.__webGLObjects.push({buffer:H,object:x});r[l]=1}}var n,j,o,z,k,s,t;if(!e.__webGLObjects){e.__webGLObjects=[];e.__webGLObjectsMap={}}n=0;for(j=e.objects.length;n<j;n++){o=e.objects[n];k=o.geometry;if(e.__webGLObjectsMap[o.id]==undefined)e.__webGLObjectsMap[o.id]={};t=e.__webGLObjectsMap[o.id];if(o instanceof
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+THREE.Mesh){for(z in k.geometryChunks){s=k.geometryChunks[z];if(!s.__webGLVertexBuffer){this.createMeshBuffers(s);this.initMeshBuffers(s,o);k.__dirtyVertices=true;k.__dirtyElements=true;k.__dirtyUvs=true;k.__dirtyNormals=true;k.__dirtyTangents=true}if(k.__dirtyVertices||k.__dirtyElements||k.__dirtyUvs)this.setMeshBuffers(s,o,b.DYNAMIC_DRAW,k.__dirtyVertices,k.__dirtyElements,k.__dirtyUvs,k.__dirtyNormals,k.__dirtyTangents);h(t,z,s,o)}k.__dirtyVertices=false;k.__dirtyElements=false;k.__dirtyUvs=false;
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+k.__dirtyNormals=false;k.__dirtyTangents=false}else if(o instanceof THREE.Line){if(!k.__webGLVertexBuffer){this.createLineBuffers(k);this.initLineBuffers(k);k.__dirtyVertices=true;k.__dirtyElements=true}k.__dirtyVertices&&this.setLineBuffers(k,b.DYNAMIC_DRAW,k.__dirtyVertices,k.__dirtyElements);h(t,0,k,o);k.__dirtyVertices=false;k.__dirtyElements=false}else if(o instanceof THREE.ParticleSystem){k.__webGLVertexBuffer||this.createParticleBuffers(k);h(t,0,k,o)}}};this.removeObject=function(e,h){var n,
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+j;for(n=e.__webGLObjects.length-1;n>=0;n--){j=e.__webGLObjects[n].object;h==j&&e.__webGLObjects.splice(n,1)}};this.setupMatrices=function(e,h){e.autoUpdateMatrix&&e.updateMatrix();D.multiply(h.matrix,e.matrix);A.set(D.flatten());F=THREE.Matrix4.makeInvert3x3(D).transpose();V.set(F.m);T.set(e.matrix.flatten())};this.loadMatrices=function(e){b.uniformMatrix4fv(e.uniforms.viewMatrix,false,w);b.uniformMatrix4fv(e.uniforms.modelViewMatrix,false,A);b.uniformMatrix4fv(e.uniforms.projectionMatrix,false,S);
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+b.uniformMatrix3fv(e.uniforms.normalMatrix,false,V);b.uniformMatrix4fv(e.uniforms.objectMatrix,false,T)};this.loadCamera=function(e,h){b.uniform3f(e.uniforms.cameraPosition,h.position.x,h.position.y,h.position.z)};this.setBlending=function(e){switch(e){case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE);break;case THREE.SubtractiveBlending:b.blendFunc(b.DST_COLOR,b.ZERO);break;default:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=
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+function(e,h){if(e){!h||h=="ccw"?b.frontFace(b.CCW):b.frontFace(b.CW);if(e=="back")b.cullFace(b.BACK);else e=="front"?b.cullFace(b.FRONT):b.cullFace(b.FRONT_AND_BACK);b.enable(b.CULL_FACE)}else b.disable(b.CULL_FACE)};this.supportsVertexTextures=function(){return b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0}};
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+THREE.Snippets={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, 1.0 ), fogFactor );\n#endif",
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+envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube env_map;\nuniform int combine;\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\ncubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refraction_ratio;\nuniform bool useRefract;\n#endif",
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+envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",
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+map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\n#endif",map_fragment:"#ifdef USE_MAP\nmapColor = texture2D( map, vUv );\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\n#endif",
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lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );\nfloat pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting;\n#ifdef PHONG\nvPointLightVector[ i ] = pointLightVector;\n#endif\n}\n#endif\n}",
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lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec3 pointVector = normalize( vPointLightVector[ i ] );\nvec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight;\npointSpecular += mSpecular * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif"};
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THREE.UniformsLib={common:{color:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},env_map:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refraction_ratio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{enableLighting:{type:"i",value:1},ambientLightColor:{type:"fv",
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