@@ -24470,11 +24470,11 @@ THREE.UniformsLib = {
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// File:src/renderers/shaders/ShaderLib/cube_frag.glsl
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- THREE.ShaderChunk[ 'cube_frag' ] = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\ nvoid main() {\n #include <clipping_planes_fragment>\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n gl_FragColor.a *= opacity;\n #include <logdepthbuf_fragment> \n}\n";
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+ THREE.ShaderChunk[ 'cube_frag' ] = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n gl_FragColor.a *= opacity;\n}\n";
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// File:src/renderers/shaders/ShaderLib/cube_vert.glsl
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- THREE.ShaderChunk[ 'cube_vert' ] = "varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\ nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n #include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n #include <clipping_planes_vertex >\n}\n";
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+ THREE.ShaderChunk[ 'cube_vert' ] = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n #include <begin_vertex>\n #include <project_vertex>\n}\n";
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// File:src/renderers/shaders/ShaderLib/depth_frag.glsl
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@@ -24494,11 +24494,11 @@ THREE.ShaderChunk[ 'distanceRGBA_vert' ] = "varying vec4 vWorldPosition;\n#inclu
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// File:src/renderers/shaders/ShaderLib/equirect_frag.glsl
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- THREE.ShaderChunk[ 'equirect_frag' ] = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\ nvoid main() {\n #include <clipping_planes_fragment>\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include <logdepthbuf_fragment> \n}\n";
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+ THREE.ShaderChunk[ 'equirect_frag' ] = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
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// File:src/renderers/shaders/ShaderLib/equirect_vert.glsl
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- THREE.ShaderChunk[ 'equirect_vert' ] = "varying vec3 vWorldPosition;\n#include <common>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\ nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n #include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n #include <clipping_planes_vertex >\n}\n";
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+ THREE.ShaderChunk[ 'equirect_vert' ] = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n #include <begin_vertex>\n #include <project_vertex>\n}\n";
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// File:src/renderers/shaders/ShaderLib/linedashed_frag.glsl
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