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@@ -39,7 +39,8 @@ THREE.Sky.SkyShader = {
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"rayleigh": { value: 1 },
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"mieCoefficient": { value: 0.005 },
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"mieDirectionalG": { value: 0.8 },
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- "sunPosition": { value: new THREE.Vector3() }
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+ "sunPosition": { value: new THREE.Vector3() },
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+ "up": { value: new THREE.Vector3(0, 1, 0) }
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},
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vertexShader: [
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@@ -47,6 +48,7 @@ THREE.Sky.SkyShader = {
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'uniform float rayleigh;',
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'uniform float turbidity;',
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'uniform float mieCoefficient;',
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+ 'uniform vec3 up;',
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'varying vec3 vWorldPosition;',
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'varying vec3 vSunDirection;',
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@@ -55,8 +57,6 @@ THREE.Sky.SkyShader = {
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'varying vec3 vBetaM;',
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'varying float vSunE;',
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- 'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
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-
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// constants for atmospheric scattering
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'const float e = 2.71828182845904523536028747135266249775724709369995957;',
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'const float pi = 3.141592653589793238462643383279502884197169;',
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@@ -126,6 +126,7 @@ THREE.Sky.SkyShader = {
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'uniform float luminance;',
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'uniform float mieDirectionalG;',
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+ 'uniform vec3 up;',
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'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
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@@ -138,7 +139,6 @@ THREE.Sky.SkyShader = {
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// optical length at zenith for molecules
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'const float rayleighZenithLength = 8.4E3;',
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'const float mieZenithLength = 1.25E3;',
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- 'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
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// 66 arc seconds -> degrees, and the cosine of that
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'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
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