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@@ -109,7 +109,7 @@
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light.castShadow = true;
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light.castShadow = true;
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- light.shadowCameraNear = 100;
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+ light.shadowCameraNear = 700;
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light.shadowCameraFar = camera.far;
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light.shadowCameraFar = camera.far;
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light.shadowCameraFov = 50;
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light.shadowCameraFov = 50;
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@@ -157,7 +157,7 @@
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cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
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cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
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cameraOrtho.position.z = 10;
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cameraOrtho.position.z = 10;
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- var shader = THREE.ShaderExtras[ "screen" ];
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+ var shader = THREE.ShaderExtras[ "unpackDepthRGBA" ];
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var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
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var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
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hudMaterial = new THREE.ShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
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hudMaterial = new THREE.ShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
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@@ -404,7 +404,7 @@
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// Render debug HUD with shadow map
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// Render debug HUD with shadow map
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- //hudMaterial.uniforms.tDiffuse.texture = renderer.shadowMap[ 0 ];
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+ //hudMaterial.uniforms.tDiffuse.texture = light.shadowMap;
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//renderer.render( sceneHUD, cameraOrtho );
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//renderer.render( sceneHUD, cameraOrtho );
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}
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}
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