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@@ -22138,62 +22138,29 @@ function WebGLRenderer( parameters ) {
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if ( object.hasNormals ) {
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_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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-
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- if ( ! material.isMeshPhongMaterial &&
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- ! material.isMeshStandardMaterial &&
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- ! material.isMeshNormalMaterial &&
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- material.flatShading === true ) {
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-
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- for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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-
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- var array = object.normalArray;
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-
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- var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
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- var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
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- var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
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-
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- array[ i + 0 ] = nx;
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- array[ i + 1 ] = ny;
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- array[ i + 2 ] = nz;
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-
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- array[ i + 3 ] = nx;
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- array[ i + 4 ] = ny;
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- array[ i + 5 ] = nz;
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-
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- array[ i + 6 ] = nx;
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- array[ i + 7 ] = ny;
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- array[ i + 8 ] = nz;
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-
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- }
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-
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- }
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-
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_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
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state.enableAttribute( programAttributes.normal );
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-
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_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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}
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- if ( object.hasUvs && material.map ) {
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+ if ( object.hasUvs ) {
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_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
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_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
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state.enableAttribute( programAttributes.uv );
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-
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_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
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}
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- if ( object.hasColors && material.vertexColors !== NoColors ) {
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+ if ( object.hasColors ) {
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_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
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_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
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state.enableAttribute( programAttributes.color );
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-
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_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
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}
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