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@@ -1,7 +1,7 @@
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import { WebGLUniforms } from './WebGLUniforms.js';
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import { WebGLShader } from './WebGLShader.js';
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import { ShaderChunk } from '../shaders/ShaderChunk.js';
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-import { NoBlending, NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding, GLSL3 } from '../../constants.js';
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+import { RGBFormat, NoToneMapping, AddOperation, MixOperation, MultiplyOperation, CubeRefractionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, CustomToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding, GLSL3 } from '../../constants.js';
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let programIdCount = 0;
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@@ -670,7 +670,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
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parameters.dithering ? '#define DITHERING' : '',
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- parameters.blending === NoBlending ? '#define OPAQUE' : '',
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+ parameters.format === RGBFormat ? '#define OPAQUE' : '',
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ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
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parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
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