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@@ -17335,7 +17335,8 @@ THREE.PerspectiveCamera.prototype.toJSON = function( meta ) {
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data.object.focus = this.focus;
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data.object.aspect = this.aspect;
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- data.object.view = this.view === null ? null : Object.assign( {}, this.view );
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+
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+ if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
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data.object.filmGauge = this.filmGauge;
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data.object.filmOffset = this.filmOffset;
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@@ -19799,16 +19800,9 @@ THREE.ObjectLoader.prototype = {
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if ( data.focus !== undefined ) object.focus = data.focus;
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if ( data.zoom !== undefined ) object.zoom = data.zoom;
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-
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- if ( data.filmGauge !== undefined ) {
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-
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- if ( data.view !== null )
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- object.view = Object.assign( {}, data.view );
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-
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- object.filmGauge = data.filmGauge;
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- object.filmOffset = data.filmOffset;
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-
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- }
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+ if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
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+ if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
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+ if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
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break;
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@@ -24104,7 +24098,7 @@ THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n uniform
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// File:src/renderers/shaders/ShaderChunk/packing.glsl
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-THREE.ShaderChunk[ 'packing' ] = "vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 1.0 - 2.0 * rgb.xyz;\n}\nvec4 packLinearUnitToRGBA( const in float value ) {\n const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( value * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bit_mask;\n return res;\n}\nfloat unpackRGBAToLinearUnit( const in vec4 rgba ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( rgba, bitSh );\n}\nfloat viewZToLinearClipZ( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat linearClipZToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToInvClipZ( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat invClipZToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( near - far ) * invClipZ - far );\n}\n";
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+THREE.ShaderChunk[ 'packing' ] = "vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 1.0 - 2.0 * rgb.xyz;\n}\nvec4 packLinearUnitToRGBA( const in float value ) {\n const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( value * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bit_mask;\n return res;\n}\nfloat unpackRGBAToLinearUnit( const in vec4 rgba ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( rgba, bitSh );\n}\nfloat viewZToLinearClipZ( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat linearClipZToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToInvClipZ( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat invClipZToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
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// File:src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl
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