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@@ -170,9 +170,9 @@ THREE.ShaderSkin = {
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"vec3 totalSpecularLight = vec3( 0.0 );",
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"vec3 totalDiffuseLight = vec3( 0.0 );",
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- "#if POINT_LIGHTS > 0",
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+ "#if NUM_POINT_LIGHTS > 0",
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- "for ( int i = 0; i < POINT_LIGHTS; i ++ ) {",
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+ "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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"vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
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@@ -195,9 +195,9 @@ THREE.ShaderSkin = {
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// directional lights
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- "#if DIR_LIGHTS > 0",
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+ "#if NUM_DIR_LIGHTS > 0",
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- "for( int i = 0; i < DIR_LIGHTS; i++ ) {",
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+ "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
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"vec3 dirVector = directionalLights[ i ].direction;",
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@@ -216,9 +216,9 @@ THREE.ShaderSkin = {
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// hemisphere lights
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- "#if HEMI_LIGHTS > 0",
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+ "#if NUM_HEMI_LIGHTS > 0",
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- "for ( int i = 0; i < HEMI_LIGHTS; i ++ ) {",
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+ "for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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"vec3 lVector = hemisphereLightDirection[ i ];",
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@@ -452,9 +452,9 @@ THREE.ShaderSkin = {
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"vec3 totalDiffuseLight = vec3( 0.0 );",
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"vec3 totalSpecularLight = vec3( 0.0 );",
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- "#if POINT_LIGHTS > 0",
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+ "#if NUM_POINT_LIGHTS > 0",
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- "for ( int i = 0; i < POINT_LIGHTS; i ++ ) {",
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+ "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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"vec3 pointVector = normalize( pointLights[ i ].direction );",
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"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
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@@ -477,9 +477,9 @@ THREE.ShaderSkin = {
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// directional lights
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- "#if DIR_LIGHTS > 0",
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+ "#if NUM_DIR_LIGHTS > 0",
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- "for( int i = 0; i < DIR_LIGHTS; i++ ) {",
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+ "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
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"vec3 dirVector = directionalLights[ i ].direction;",
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