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@@ -30,7 +30,7 @@ IncidentLight directLight;
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pointLight = pointLights[ i ];
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- getPointDirectLightIrradiance( pointLight, geometry, directLight );
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+ getPointLightInfo( pointLight, geometry, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
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pointLightShadow = pointLightShadows[ i ];
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@@ -56,7 +56,7 @@ IncidentLight directLight;
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spotLight = spotLights[ i ];
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- getSpotDirectLightIrradiance( spotLight, geometry, directLight );
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+ getSpotLightInfo( spotLight, geometry, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
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spotLightShadow = spotLightShadows[ i ];
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@@ -90,7 +90,7 @@ IncidentLight directLight;
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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+ getDirectionalLightInfo( directionalLight, geometry, directLight );
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// NOTE: Depth gets larger away from the camera.
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// cascade.x is closer, cascade.y is further
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@@ -136,7 +136,7 @@ IncidentLight directLight;
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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+ getDirectionalLightInfo( directionalLight, geometry, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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@@ -167,7 +167,7 @@ IncidentLight directLight;
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directionalLight = directionalLights[ i ];
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- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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+ getDirectionalLightInfo( directionalLight, geometry, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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directionalLightShadow = directionalLightShadows[ i ];
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