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+/**
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+* @author Prashant Sharma / spidersharma03
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+* @author Ben Houston / http://clara.io / bhouston
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+*/
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+
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+import {
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+ CubeTexture,
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+ DataTexture,
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+ DefaultLoadingManager,
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+ FileLoader,
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+ FloatType,
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+ HalfFloatType,
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+ LinearEncoding,
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+ LinearFilter,
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+ NearestFilter,
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+ RGBAFormat,
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+ RGBEEncoding,
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+ RGBFormat,
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+ UnsignedByteType
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+} from "../../../build/three.module.js";
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+import { RGBELoader } from "../loaders/RGBELoader.js";
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+
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+var HDRCubeTextureLoader = function ( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
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+ // override in sub classes
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+ this.hdrLoader = new RGBELoader();
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+
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+};
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+
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+HDRCubeTextureLoader.prototype.load = function ( type, urls, onLoad, onProgress, onError ) {
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+
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+ var RGBEByteToRGBFloat = function ( sourceArray, sourceOffset, destArray, destOffset ) {
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+
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+ var e = sourceArray[ sourceOffset + 3 ];
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+ var scale = Math.pow( 2.0, e - 128.0 ) / 255.0;
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+
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+ destArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale;
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+ destArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale;
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+ destArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale;
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+
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+ };
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+
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+ var RGBEByteToRGBHalf = ( function () {
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+
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+ // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
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+
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+ var floatView = new Float32Array( 1 );
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+ var int32View = new Int32Array( floatView.buffer );
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+
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+ /* This method is faster than the OpenEXR implementation (very often
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+ * used, eg. in Ogre), with the additional benefit of rounding, inspired
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+ * by James Tursa?s half-precision code. */
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+ function toHalf( val ) {
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+
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+ floatView[ 0 ] = val;
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+ var x = int32View[ 0 ];
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+
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+ var bits = ( x >> 16 ) & 0x8000; /* Get the sign */
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+ var m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */
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+ var e = ( x >> 23 ) & 0xff; /* Using int is faster here */
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+
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+ /* If zero, or denormal, or exponent underflows too much for a denormal
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+ * half, return signed zero. */
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+ if ( e < 103 ) return bits;
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+
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+ /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
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+ if ( e > 142 ) {
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+
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+ bits |= 0x7c00;
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+ /* If exponent was 0xff and one mantissa bit was set, it means NaN,
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+ * not Inf, so make sure we set one mantissa bit too. */
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+ bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );
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+ return bits;
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+
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+ }
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+
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+ /* If exponent underflows but not too much, return a denormal */
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+ if ( e < 113 ) {
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+
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+ m |= 0x0800;
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+ /* Extra rounding may overflow and set mantissa to 0 and exponent
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+ * to 1, which is OK. */
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+ bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );
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+ return bits;
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+
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+ }
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+
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+ bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );
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+ /* Extra rounding. An overflow will set mantissa to 0 and increment
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+ * the exponent, which is OK. */
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+ bits += m & 1;
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+ return bits;
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+
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+ }
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+
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+ return function ( sourceArray, sourceOffset, destArray, destOffset ) {
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+
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+ var e = sourceArray[ sourceOffset + 3 ];
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+ var scale = Math.pow( 2.0, e - 128.0 ) / 255.0;
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+
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+ destArray[ destOffset + 0 ] = toHalf( sourceArray[ sourceOffset + 0 ] * scale );
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+ destArray[ destOffset + 1 ] = toHalf( sourceArray[ sourceOffset + 1 ] * scale );
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+ destArray[ destOffset + 2 ] = toHalf( sourceArray[ sourceOffset + 2 ] * scale );
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+
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+ };
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+
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+ } )();
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+
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+ //
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+
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+ var texture = new CubeTexture();
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+
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+ texture.type = type;
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+ texture.encoding = ( type === UnsignedByteType ) ? RGBEEncoding : LinearEncoding;
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+ texture.format = ( type === UnsignedByteType ) ? RGBAFormat : RGBFormat;
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+ texture.minFilter = ( texture.encoding === RGBEEncoding ) ? NearestFilter : LinearFilter;
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+ texture.magFilter = ( texture.encoding === RGBEEncoding ) ? NearestFilter : LinearFilter;
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+ texture.generateMipmaps = ( texture.encoding !== RGBEEncoding );
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+ texture.anisotropy = 0;
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+
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+ var scope = this;
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+
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+ var loaded = 0;
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+
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+ function loadHDRData( i, onLoad, onProgress, onError ) {
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+
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+ var loader = new FileLoader( scope.manager );
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+ loader.setPath( scope.path );
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+ loader.setResponseType( 'arraybuffer' );
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+ loader.load( urls[ i ], function ( buffer ) {
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+
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+ loaded ++;
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+
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+ var texData = scope.hdrLoader._parser( buffer );
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+
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+ if ( ! texData ) return;
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+
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+ if ( type === FloatType ) {
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+
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+ var numElements = ( texData.data.length / 4 ) * 3;
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+ var floatdata = new Float32Array( numElements );
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+
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+ for ( var j = 0; j < numElements; j ++ ) {
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+
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+ RGBEByteToRGBFloat( texData.data, j * 4, floatdata, j * 3 );
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+
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+ }
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+
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+ texData.data = floatdata;
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+
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+ } else if ( type === HalfFloatType ) {
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+
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+ var numElements = ( texData.data.length / 4 ) * 3;
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+ var halfdata = new Uint16Array( numElements );
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+
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+ for ( var j = 0; j < numElements; j ++ ) {
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+
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+ RGBEByteToRGBHalf( texData.data, j * 4, halfdata, j * 3 );
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+
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+ }
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+
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+ texData.data = halfdata;
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+
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+ }
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+
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+ if ( texData.image !== undefined ) {
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+
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+ texture[ i ].images = texData.image;
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+
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+ } else if ( texData.data !== undefined ) {
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+
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+ var dataTexture = new DataTexture( texData.data, texData.width, texData.height );
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+ dataTexture.format = texture.format;
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+ dataTexture.type = texture.type;
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+ dataTexture.encoding = texture.encoding;
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+ dataTexture.minFilter = texture.minFilter;
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+ dataTexture.magFilter = texture.magFilter;
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+ dataTexture.generateMipmaps = texture.generateMipmaps;
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+
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+ texture.images[ i ] = dataTexture;
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+
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+ }
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+
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+ if ( loaded === 6 ) {
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+
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+ texture.needsUpdate = true;
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+ if ( onLoad ) onLoad( texture );
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+
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+ }
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+
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+ }, onProgress, onError );
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+
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+ }
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+
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+ for ( var i = 0; i < urls.length; i ++ ) {
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+
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+ loadHDRData( i, onLoad, onProgress, onError );
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+
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+ }
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+
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+ return texture;
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+
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+};
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+
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+HDRCubeTextureLoader.prototype.setPath = function ( value ) {
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+
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+ this.path = value;
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+ return this;
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+
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+};
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+
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+export { HDRCubeTextureLoader };
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