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var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );
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+ var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
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+ var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
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+ var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
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+ var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
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+
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+ var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
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+ var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
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+ var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
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+ var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
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+
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+ var vertexTextures = maxVertexTextures > 0;
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+ var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
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+ var floatVertexTextures = vertexTextures && floatFragmentTextures;
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+
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return {
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getMaxAnisotropy: getMaxAnisotropy,
@@ -16862,19 +16876,19 @@
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precision: precision,
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logarithmicDepthBuffer: logarithmicDepthBuffer,
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- maxTextures: gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ) ,
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- maxVertexTextures: gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) ,
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- maxTextureSize: gl.getParameter( gl.MAX_TEXTURE_SIZE ) ,
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- maxCubemapSize: gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ) ,
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+ maxTextures: maxTextures ,
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+ maxVertexTextures: maxVertexTextures ,
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+ maxTextureSize: maxTextureSize ,
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+ maxCubemapSize: maxCubemapSize ,
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- maxAttributes: gl.getParameter( gl.MAX_VERTEX_ATTRIBS ) ,
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- maxVertexUniforms: gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ) ,
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- maxVaryings: gl.getParameter( gl.MAX_VARYING_VECTORS ) ,
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- maxFragmentUniforms: gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ) ,
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+ maxAttributes: maxAttributes ,
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+ maxVertexUniforms: maxVertexUniforms ,
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+ maxVaryings: maxVaryings ,
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+ maxFragmentUniforms: maxFragmentUniforms ,
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- vertexTextures: this.maxVertexTextures > 0 ,
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- floatFragmentTextures: !! extensions.get( 'OES_texture_float' ) ,
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- floatVertexTextures: this.vertexTextures && this.floatFragmentTextures
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+ vertexTextures: vertexTextures ,
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+ floatFragmentTextures: floatFragmentTextures ,
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+ floatVertexTextures: floatVertexTextures
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};
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