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@@ -126,16 +126,16 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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}
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}
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- object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
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- object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
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+ object.userData.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
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+ object.userData.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
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} else {
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} else {
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var deferredMaterials = createDeferredMaterials( object.material );
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var deferredMaterials = createDeferredMaterials( object.material );
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- object.properties.colorMaterial = deferredMaterials.colorMaterial;
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- object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
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- object.properties.transparent = deferredMaterials.transparent;
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+ object.userData.colorMaterial = deferredMaterials.colorMaterial;
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+ object.userData.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
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+ object.userData.transparent = deferredMaterials.transparent;
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}
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}
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@@ -317,7 +317,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var updatePointLightProxy = function ( lightProxy ) {
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var updatePointLightProxy = function ( lightProxy ) {
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- var light = lightProxy.properties.originalLight;
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+ var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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var uniforms = lightProxy.material.uniforms;
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// skip infinite pointlights
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// skip infinite pointlights
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@@ -401,7 +401,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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// keep reference for color and intensity updates
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// keep reference for color and intensity updates
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- meshLight.properties.originalLight = light;
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+ meshLight.userData.originalLight = light;
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// keep reference for size reset
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// keep reference for size reset
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@@ -417,7 +417,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var updateSpotLightProxy = function ( lightProxy ) {
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var updateSpotLightProxy = function ( lightProxy ) {
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- var light = lightProxy.properties.originalLight;
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+ var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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var uniforms = lightProxy.material.uniforms;
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var viewMatrix = camera.matrixWorldInverse;
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var viewMatrix = camera.matrixWorldInverse;
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@@ -478,7 +478,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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// keep reference for color and intensity updates
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// keep reference for color and intensity updates
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- meshLight.properties.originalLight = light;
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+ meshLight.userData.originalLight = light;
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// keep reference for size reset
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// keep reference for size reset
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@@ -494,7 +494,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var updateDirectionalLightProxy = function ( lightProxy ) {
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var updateDirectionalLightProxy = function ( lightProxy ) {
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- var light = lightProxy.properties.originalLight;
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+ var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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var uniforms = lightProxy.material.uniforms;
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directionVS.getPositionFromMatrix( light.matrixWorld );
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directionVS.getPositionFromMatrix( light.matrixWorld );
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@@ -545,7 +545,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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// keep reference for color and intensity updates
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// keep reference for color and intensity updates
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- meshLight.properties.originalLight = light;
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+ meshLight.userData.originalLight = light;
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// keep reference for size reset
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// keep reference for size reset
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@@ -561,7 +561,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var updateHemisphereLightProxy = function ( lightProxy ) {
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var updateHemisphereLightProxy = function ( lightProxy ) {
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- var light = lightProxy.properties.originalLight;
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+ var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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var uniforms = lightProxy.material.uniforms;
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directionVS.getPositionFromMatrix( light.matrixWorld );
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directionVS.getPositionFromMatrix( light.matrixWorld );
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@@ -611,7 +611,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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// keep reference for color and intensity updates
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// keep reference for color and intensity updates
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- meshLight.properties.originalLight = light;
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+ meshLight.userData.originalLight = light;
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// keep reference for size reset
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// keep reference for size reset
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@@ -627,7 +627,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var updateAreaLightProxy = function ( lightProxy ) {
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var updateAreaLightProxy = function ( lightProxy ) {
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- var light = lightProxy.properties.originalLight;
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+ var light = lightProxy.userData.originalLight;
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var uniforms = lightProxy.material.uniforms;
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var uniforms = lightProxy.material.uniforms;
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var modelMatrix = light.matrixWorld;
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var modelMatrix = light.matrixWorld;
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@@ -700,7 +700,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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// keep reference for color and intensity updates
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// keep reference for color and intensity updates
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- meshLight.properties.originalLight = light;
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+ meshLight.userData.originalLight = light;
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// keep reference for size reset
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// keep reference for size reset
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@@ -748,7 +748,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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var initDeferredProperties = function ( object ) {
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var initDeferredProperties = function ( object ) {
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- if ( object.properties.deferredInitialized ) return;
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+ if ( object.userData.deferredInitialized ) return;
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if ( object.material ) initDeferredMaterials( object );
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if ( object.material ) initDeferredMaterials( object );
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@@ -788,7 +788,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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}
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}
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- object.properties.deferredInitialized = true;
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+ object.userData.deferredInitialized = true;
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};
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};
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@@ -798,13 +798,13 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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if ( object.material ) {
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if ( object.material ) {
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- if ( object.properties.transparent ) {
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+ if ( object.userData.transparent ) {
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object.material = invisibleMaterial;
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object.material = invisibleMaterial;
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} else {
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} else {
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- object.material = object.properties.colorMaterial;
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+ object.material = object.userData.colorMaterial;
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}
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}
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@@ -816,13 +816,13 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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if ( object.material ) {
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if ( object.material ) {
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- if ( object.properties.transparent ) {
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+ if ( object.userData.transparent ) {
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object.material = invisibleMaterial;
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object.material = invisibleMaterial;
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} else {
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} else {
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- object.material = object.properties.normalDepthMaterial;
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+ object.material = object.userData.normalDepthMaterial;
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}
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}
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@@ -933,7 +933,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
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if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
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if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
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if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
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- var originalLight = proxy.properties.originalLight;
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+ var originalLight = proxy.userData.originalLight;
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if ( originalLight ) {
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if ( originalLight ) {
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@@ -969,18 +969,18 @@ THREE.WebGLDeferredRenderer = function ( parameters ) {
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// setup deferred properties
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// setup deferred properties
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- if ( ! scene.properties.lightSceneProxy ) {
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+ if ( ! scene.userData.lightSceneProxy ) {
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- scene.properties.lightSceneProxy = new THREE.Scene();
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- scene.properties.lightSceneFullscreen = new THREE.Scene();
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+ scene.userData.lightSceneProxy = new THREE.Scene();
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+ scene.userData.lightSceneFullscreen = new THREE.Scene();
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var meshLight = createDeferredEmissiveLight();
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var meshLight = createDeferredEmissiveLight();
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- scene.properties.lightSceneFullscreen.add( meshLight );
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+ scene.userData.lightSceneFullscreen.add( meshLight );
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}
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}
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- lightSceneProxy = scene.properties.lightSceneProxy;
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- lightSceneFullscreen = scene.properties.lightSceneFullscreen;
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+ lightSceneProxy = scene.userData.lightSceneProxy;
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+ lightSceneFullscreen = scene.userData.lightSceneFullscreen;
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passColor.camera = camera;
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passColor.camera = camera;
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passNormalDepth.camera = camera;
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passNormalDepth.camera = camera;
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