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@@ -89,7 +89,6 @@ THREE.ShaderLib = {
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"void main() {",
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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- " vec3 shadowMask = vec3( 1.0 );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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@@ -217,7 +216,6 @@ THREE.ShaderLib = {
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" vec3 outgoingLight = vec3( 0.0 );",
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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" vec3 totalAmbientLight = PI * ambientLightColor;",
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- " vec3 shadowMask = vec3( 1.0 );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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@@ -372,7 +370,6 @@ THREE.ShaderLib = {
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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" ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
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" vec3 totalEmissiveLight = emissive;",
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- " vec3 shadowMask = vec3( 1.0 );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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@@ -566,7 +563,6 @@ THREE.ShaderLib = {
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// modulation
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THREE.ShaderChunk[ "aomap_fragment" ],
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- "vec3 shadowMask = vec3( 1.0 );",
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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"reflectedLight.directDiffuse *= shadowMask;",
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@@ -643,7 +639,6 @@ THREE.ShaderLib = {
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" vec3 outgoingLight = vec3( 0.0 );",
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" vec4 diffuseColor = vec4( psColor, opacity );",
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- " vec3 shadowMask = vec3( 1.0 );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_particle_fragment" ],
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