@@ -15,7 +15,8 @@ THREE.ShaderLib = {
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THREE . UniformsLib [ "common" ] ,
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THREE . UniformsLib [ "aomap" ] ,
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- THREE . UniformsLib [ "fog" ]
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+ THREE . UniformsLib [ "fog" ] ,
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+ THREE . UniformsLib [ "shadowmap" ]
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] ) ,
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@@ -28,6 +29,7 @@ THREE.ShaderLib = {
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THREE . ShaderChunk [ "color_pars_vertex" ] ,
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THREE . ShaderChunk [ "morphtarget_pars_vertex" ] ,
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THREE . ShaderChunk [ "skinning_pars_vertex" ] ,
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+ THREE . ShaderChunk [ "shadowmap_pars_vertex" ] ,
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THREE . ShaderChunk [ "logdepthbuf_pars_vertex" ] ,
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"void main() {" ,
@@ -54,6 +56,7 @@ THREE.ShaderLib = {
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THREE . ShaderChunk [ "worldpos_vertex" ] ,
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THREE . ShaderChunk [ "envmap_vertex" ] ,
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+ THREE . ShaderChunk [ "shadowmap_vertex" ] ,
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"}"
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@@ -73,6 +76,7 @@ THREE.ShaderLib = {
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THREE . ShaderChunk [ "aomap_pars_fragment" ] ,
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THREE . ShaderChunk [ "envmap_pars_fragment" ] ,
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THREE . ShaderChunk [ "fog_pars_fragment" ] ,
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+ THREE . ShaderChunk [ "shadowmap_pars_fragment" ] ,
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THREE . ShaderChunk [ "specularmap_pars_fragment" ] ,
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THREE . ShaderChunk [ "logdepthbuf_pars_fragment" ] ,
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@@ -81,6 +85,7 @@ 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 = vec3( 1.0 );" , // hardwired
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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" ] ,
@@ -89,8 +94,9 @@ THREE.ShaderLib = {
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THREE . ShaderChunk [ "alphatest_fragment" ] ,
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THREE . ShaderChunk [ "specularmap_fragment" ] ,
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THREE . ShaderChunk [ "aomap_fragment" ] ,
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+ THREE . ShaderChunk [ "shadowmap_fragment" ] ,
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- " outgoingLight = diffuseColor.rgb * totalAmbientLight;" ,
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+ " outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask ;" ,
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THREE . ShaderChunk [ "envmap_fragment" ] ,
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