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@@ -22,8 +22,8 @@ THREE.ShaderLib = {
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vertexShader: [
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vertexShader: [
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "map_pars_vertex" ],
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- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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+ THREE.ShaderChunk[ "uv_pars_vertex" ],
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+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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@@ -33,8 +33,8 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- THREE.ShaderChunk[ "map_vertex" ],
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- THREE.ShaderChunk[ "lightmap_vertex" ],
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+ THREE.ShaderChunk[ "uv_vertex" ],
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+ THREE.ShaderChunk[ "uv2_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "skinbase_vertex" ],
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THREE.ShaderChunk[ "skinbase_vertex" ],
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@@ -66,8 +66,11 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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+ THREE.ShaderChunk[ "uv_pars_fragment" ],
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+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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+ THREE.ShaderChunk[ "ambientocclusionmap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -89,7 +92,8 @@ THREE.ShaderLib = {
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" outgoingLight = diffuseColor.rgb;", // simple shader
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" outgoingLight = diffuseColor.rgb;", // simple shader
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- THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense.
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+ THREE.ShaderChunk[ "ambientocclusionmap_fragment" ],
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+ THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
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THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
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@@ -134,8 +138,8 @@ THREE.ShaderLib = {
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"#endif",
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"#endif",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "map_pars_vertex" ],
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- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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+ THREE.ShaderChunk[ "uv_pars_vertex" ],
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+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
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THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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@@ -146,8 +150,8 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- THREE.ShaderChunk[ "map_vertex" ],
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- THREE.ShaderChunk[ "lightmap_vertex" ],
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+ THREE.ShaderChunk[ "uv_vertex" ],
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+ THREE.ShaderChunk[ "uv2_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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@@ -183,8 +187,11 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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+ THREE.ShaderChunk[ "uv_pars_fragment" ],
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+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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+ THREE.ShaderChunk[ "ambientocclusionmap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -220,6 +227,7 @@ THREE.ShaderLib = {
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" #endif",
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" #endif",
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+ THREE.ShaderChunk[ "ambientocclusionmap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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@@ -269,8 +277,8 @@ THREE.ShaderLib = {
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"#endif",
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"#endif",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "map_pars_vertex" ],
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- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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+ THREE.ShaderChunk[ "uv_pars_vertex" ],
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+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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THREE.ShaderChunk[ "envmap_pars_vertex" ],
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THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
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THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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@@ -281,8 +289,8 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- THREE.ShaderChunk[ "map_vertex" ],
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- THREE.ShaderChunk[ "lightmap_vertex" ],
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+ THREE.ShaderChunk[ "uv_vertex" ],
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+ THREE.ShaderChunk[ "uv2_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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@@ -325,8 +333,11 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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+ THREE.ShaderChunk[ "uv_pars_fragment" ],
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+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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+ THREE.ShaderChunk[ "ambientocclusionmap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -351,6 +362,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "lights_phong_fragment" ],
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THREE.ShaderChunk[ "lights_phong_fragment" ],
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+ THREE.ShaderChunk[ "ambientocclusionmap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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