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+import {
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+ DoubleSide,
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+ CanvasTexture,
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+ Mesh,
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+ MeshBasicMaterial,
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+ NodeMaterial,
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+ OrthographicCamera,
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+ PlaneGeometry,
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+ Scene,
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+ Texture
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+} from 'three';
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+import { texture } from 'three/tsl';
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+
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+/**
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+ * This is a helper for visualising a given light's shadow map.
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+ * It works for shadow casting lights: DirectionalLight and SpotLight.
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+ * It renders out the shadow map and displays it on a HUD.
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+ *
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+ * Example usage:
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+ * 1) Import ShadowMapViewer into your app.
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+ *
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+ * 2) Create a shadow casting light and name it optionally:
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+ * let light = new DirectionalLight( 0xffffff, 1 );
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+ * light.castShadow = true;
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+ * light.name = 'Sun';
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+ *
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+ * 3) Create a shadow map viewer for that light and set its size and position optionally:
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+ * let shadowMapViewer = new ShadowMapViewer( light );
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+ * shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256
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+ * shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner)
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+ *
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+ * 4) Render the shadow map viewer in your render loop:
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+ * shadowMapViewer.render( renderer );
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+ *
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+ * 5) Optionally: Update the shadow map viewer on window resize:
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+ * shadowMapViewer.updateForWindowResize();
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+ *
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+ * 6) If you set the position or size members directly, you need to call shadowMapViewer.update();
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+ */
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+
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+class ShadowMapViewer {
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+
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+ constructor( light ) {
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+
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+ //- Internals
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+ const scope = this;
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+ const doRenderLabel = ( light.name !== undefined && light.name !== '' );
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+ let currentAutoClear;
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+
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+ //Holds the initial position and dimension of the HUD
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+ const frame = {
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+ x: 10,
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+ y: 10,
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+ width: 256,
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+ height: 256
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+ };
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+
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+ const camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
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+ camera.position.set( 0, 0, 2 );
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+ const scene = new Scene();
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+
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+ //HUD for shadow map
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+
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+ const material = new NodeMaterial();
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+
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+ const shadowMapUniform = texture( new Texture() );
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+ material.fragmentNode = shadowMapUniform;
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+
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+ const plane = new PlaneGeometry( frame.width, frame.height );
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+ const mesh = new Mesh( plane, material );
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+
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+ scene.add( mesh );
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+
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+ //Label for light's name
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+ let labelCanvas, labelMesh;
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+
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+ if ( doRenderLabel ) {
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+
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+ labelCanvas = document.createElement( 'canvas' );
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+
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+ const context = labelCanvas.getContext( '2d' );
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+ context.font = 'Bold 20px Arial';
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+
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+ const labelWidth = context.measureText( light.name ).width;
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+ labelCanvas.width = labelWidth;
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+ labelCanvas.height = 25; //25 to account for g, p, etc.
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+
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+ context.font = 'Bold 20px Arial';
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+ context.fillStyle = 'rgba( 255, 0, 0, 1 )';
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+ context.fillText( light.name, 0, 20 );
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+
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+ const labelTexture = new CanvasTexture( labelCanvas );
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+
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+ const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide, transparent: true } );
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+
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+ const labelPlane = new PlaneGeometry( labelCanvas.width, labelCanvas.height );
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+ labelMesh = new Mesh( labelPlane, labelMaterial );
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+
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+ scene.add( labelMesh );
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+
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+ }
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+
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+ function resetPosition() {
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+
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+ scope.position.set( scope.position.x, scope.position.y );
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+
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+ }
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+
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+ //- API
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+ // Set to false to disable displaying this shadow map
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+ this.enabled = true;
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+
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+ // Set the size of the displayed shadow map on the HUD
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+ this.size = {
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+ width: frame.width,
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+ height: frame.height,
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+ set: function ( width, height ) {
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+
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+ this.width = width;
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+ this.height = height;
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+
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+ mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 );
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+
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+ //Reset the position as it is off when we scale stuff
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+ resetPosition();
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+
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+ }
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+ };
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+
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+ // Set the position of the displayed shadow map on the HUD
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+ this.position = {
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+ x: frame.x,
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+ y: frame.y,
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+ set: function ( x, y ) {
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+
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+ this.x = x;
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+ this.y = y;
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+
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+ const width = scope.size.width;
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+ const height = scope.size.height;
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+
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+ mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
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+
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+ if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
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+
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+ }
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+ };
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+
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+ this.render = function ( renderer ) {
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+
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+ if ( this.enabled ) {
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+
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+ //Because a light's .shadowMap is only initialised after the first render pass
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+ //we have to make sure the correct map is sent into the shader, otherwise we
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+ //always end up with the scene's first added shadow casting light's shadowMap
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+ //in the shader
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+ //See: https://github.com/mrdoob/three.js/issues/5932
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+ shadowMapUniform.value = light.shadow.map.texture;
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+
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+ currentAutoClear = renderer.autoClear;
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+ renderer.autoClear = false; // To allow render overlay
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+ renderer.clearDepth();
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+ renderer.render( scene, camera );
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+ renderer.autoClear = currentAutoClear;
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+
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+ }
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+
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+ };
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+
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+ this.updateForWindowResize = function () {
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+
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+ if ( this.enabled ) {
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+
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+ camera.left = window.innerWidth / - 2;
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+ camera.right = window.innerWidth / 2;
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+ camera.top = window.innerHeight / 2;
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+ camera.bottom = window.innerHeight / - 2;
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+ camera.updateProjectionMatrix();
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+
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+ this.update();
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+
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+ }
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+
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+ };
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+
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+ this.update = function () {
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+
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+ this.position.set( this.position.x, this.position.y );
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+ this.size.set( this.size.width, this.size.height );
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+
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+ };
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+
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+ //Force an update to set position/size
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+ this.update();
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+
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+ }
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+
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+}
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+
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+
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+export { ShadowMapViewer };
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