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@@ -576,17 +576,17 @@ THREE.CanvasRenderer = function ( parameters ) {
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calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
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calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
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- _color1.r = Math.max( 0, Math.min( diffuse.r * _color1.r + emissive.r, 1 ) );
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- _color1.g = Math.max( 0, Math.min( diffuse.g * _color1.g + emissive.g, 1 ) );
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- _color1.b = Math.max( 0, Math.min( diffuse.b * _color1.b + emissive.b, 1 ) );
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+ _color1.r = diffuse.r * _color1.r + emissive.r;
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+ _color1.g = diffuse.g * _color1.g + emissive.g;
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+ _color1.b = diffuse.b * _color1.b + emissive.b;
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- _color2.r = Math.max( 0, Math.min( diffuse.r * _color2.r + emissive.r, 1 ) );
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- _color2.g = Math.max( 0, Math.min( diffuse.g * _color2.g + emissive.g, 1 ) );
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- _color2.b = Math.max( 0, Math.min( diffuse.b * _color2.b + emissive.b, 1 ) );
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+ _color2.r = diffuse.r * _color2.r + emissive.r;
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+ _color2.g = diffuse.g * _color2.g + emissive.g;
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+ _color2.b = diffuse.b * _color2.b + emissive.b;
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- _color3.r = Math.max( 0, Math.min( diffuse.r * _color3.r + emissive.r, 1 ) );
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- _color3.g = Math.max( 0, Math.min( diffuse.g * _color3.g + emissive.g, 1 ) );
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- _color3.b = Math.max( 0, Math.min( diffuse.b * _color3.b + emissive.b, 1 ) );
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+ _color3.r = diffuse.r * _color3.r + emissive.r;
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+ _color3.g = diffuse.g * _color3.g + emissive.g;
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+ _color3.b = diffuse.b * _color3.b + emissive.b;
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_color4.r = ( _color2.r + _color3.r ) * 0.5;
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_color4.g = ( _color2.g + _color3.g ) * 0.5;
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@@ -604,9 +604,9 @@ THREE.CanvasRenderer = function ( parameters ) {
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calculateLight( element.centroidWorld, element.normalWorld, _color );
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- _color.r = Math.max( 0, Math.min( diffuse.r * _color.r + emissive.r, 1 ) );
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- _color.g = Math.max( 0, Math.min( diffuse.g * _color.g + emissive.g, 1 ) );
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- _color.b = Math.max( 0, Math.min( diffuse.b * _color.b + emissive.b, 1 ) );
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+ _color.r = diffuse.r * _color.r + emissive.r;
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+ _color.g = diffuse.g * _color.g + emissive.g;
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+ _color.b = diffuse.b * _color.b + emissive.b;
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material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color );
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@@ -736,21 +736,21 @@ THREE.CanvasRenderer = function ( parameters ) {
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calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
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calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
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- _color1.r = Math.max( 0, Math.min( diffuse.r * _color1.r + emissive.r, 1 ) );
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- _color1.g = Math.max( 0, Math.min( diffuse.g * _color1.g + emissive.g, 1 ) );
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- _color1.b = Math.max( 0, Math.min( diffuse.b * _color1.b + emissive.b, 1 ) );
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+ _color1.r = diffuse.r * _color1.r + emissive.r;
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+ _color1.g = diffuse.g * _color1.g + emissive.g;
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+ _color1.b = diffuse.b * _color1.b + emissive.b;
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- _color2.r = Math.max( 0, Math.min( diffuse.r * _color2.r + emissive.r, 1 ) );
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- _color2.g = Math.max( 0, Math.min( diffuse.g * _color2.g + emissive.g, 1 ) );
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- _color2.b = Math.max( 0, Math.min( diffuse.b * _color2.b + emissive.b, 1 ) );
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+ _color2.r = diffuse.r * _color2.r + emissive.r;
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+ _color2.g = diffuse.g * _color2.g + emissive.g;
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+ _color2.b = diffuse.b * _color2.b + emissive.b;
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- _color3.r = Math.max( 0, Math.min( diffuse.r * _color3.r + emissive.r, 1 ) );
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- _color3.g = Math.max( 0, Math.min( diffuse.g * _color3.g + emissive.g, 1 ) );
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- _color3.b = Math.max( 0, Math.min( diffuse.b * _color3.b + emissive.b, 1 ) );
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+ _color3.r = diffuse.r * _color3.r + emissive.r;
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+ _color3.g = diffuse.g * _color3.g + emissive.g;
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+ _color3.b = diffuse.b * _color3.b + emissive.b;
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- _color4.r = Math.max( 0, Math.min( diffuse.r * _color4.r + emissive.r, 1 ) );
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- _color4.g = Math.max( 0, Math.min( diffuse.g * _color4.g + emissive.g, 1 ) );
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- _color4.b = Math.max( 0, Math.min( diffuse.b * _color4.b + emissive.b, 1 ) );
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+ _color4.r = diffuse.r * _color4.r + emissive.r;
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+ _color4.g = diffuse.g * _color4.g + emissive.g;
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+ _color4.b = diffuse.b * _color4.b + emissive.b;
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_image = getGradientTexture( _color1, _color2, _color3, _color4 );
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@@ -770,9 +770,9 @@ THREE.CanvasRenderer = function ( parameters ) {
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calculateLight( element.centroidWorld, element.normalWorld, _color );
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- _color.r = Math.max( 0, Math.min( diffuse.r * _color.r + emissive.r, 1 ) );
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- _color.g = Math.max( 0, Math.min( diffuse.g * _color.g + emissive.g, 1 ) );
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- _color.b = Math.max( 0, Math.min( diffuse.b * _color.b + emissive.b, 1 ) );
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+ _color.r = diffuse.r * _color.r + emissive.r;
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+ _color.g = diffuse.g * _color.g + emissive.g;
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+ _color.b = diffuse.b * _color.b + emissive.b;
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drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
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@@ -1005,26 +1005,21 @@ THREE.CanvasRenderer = function ( parameters ) {
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// http://mrdoob.com/blog/post/710
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- var c1r = ( color1.r * 255 ) | 0, c1g = ( color1.g * 255 ) | 0, c1b = ( color1.b * 255 ) | 0;
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- var c2r = ( color2.r * 255 ) | 0, c2g = ( color2.g * 255 ) | 0, c2b = ( color2.b * 255 ) | 0;
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- var c3r = ( color3.r * 255 ) | 0, c3g = ( color3.g * 255 ) | 0, c3b = ( color3.b * 255 ) | 0;
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- var c4r = ( color4.r * 255 ) | 0, c4g = ( color4.g * 255 ) | 0, c4b = ( color4.b * 255 ) | 0;
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+ _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
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+ _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
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+ _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
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- _pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r;
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- _pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g;
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- _pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b;
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+ _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
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+ _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
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+ _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
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- _pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r;
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- _pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g;
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- _pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b;
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+ _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
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+ _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
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+ _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
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- _pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r;
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- _pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g;
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- _pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b;
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-
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- _pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r;
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- _pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g;
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- _pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b;
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+ _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
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+ _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
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+ _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
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_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
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_gradientMapContext.drawImage( _pixelMap, 0, 0 );
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