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@@ -70,7 +70,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "uv2_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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- THREE.ShaderChunk[ "ambientocclusionmap_pars_fragment" ],
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+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -92,7 +92,7 @@ THREE.ShaderLib = {
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" outgoingLight = diffuseColor.rgb;", // simple shader
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- THREE.ShaderChunk[ "ambientocclusionmap_fragment" ],
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+ THREE.ShaderChunk[ "aomap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
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@@ -191,7 +191,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "uv2_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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- THREE.ShaderChunk[ "ambientocclusionmap_pars_fragment" ],
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+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -227,7 +227,7 @@ THREE.ShaderLib = {
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" #endif",
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- THREE.ShaderChunk[ "ambientocclusionmap_fragment" ],
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+ THREE.ShaderChunk[ "aomap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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@@ -337,7 +337,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "uv2_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "alphamap_pars_fragment" ],
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- THREE.ShaderChunk[ "ambientocclusionmap_pars_fragment" ],
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+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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@@ -362,7 +362,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "lights_phong_fragment" ],
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- THREE.ShaderChunk[ "ambientocclusionmap_fragment" ],
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+ THREE.ShaderChunk[ "aomap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "envmap_fragment" ],
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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