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@@ -1,433 +0,0 @@
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-/**
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- * MeshGouraudMaterial
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- *
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- * Lambert illumination model with Gouraud (per-vertex) shading
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- *
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- */
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-
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-import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three';
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-
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-const GouraudShader = {
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-
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- name: 'GouraudShader',
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-
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- uniforms: UniformsUtils.merge( [
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- UniformsLib.common,
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- UniformsLib.specularmap,
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- UniformsLib.envmap,
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- UniformsLib.aomap,
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- UniformsLib.lightmap,
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- UniformsLib.emissivemap,
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- UniformsLib.fog,
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- UniformsLib.lights,
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- {
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- emissive: { value: new Color( 0x000000 ) }
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- }
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- ] ),
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-
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- vertexShader: /* glsl */`
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-
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- #define GOURAUD
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-
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- varying vec3 vLightFront;
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- varying vec3 vIndirectFront;
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-
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- #ifdef DOUBLE_SIDED
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- varying vec3 vLightBack;
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- varying vec3 vIndirectBack;
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- #endif
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-
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- #include <common>
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- #include <uv_pars_vertex>
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- #include <envmap_pars_vertex>
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- #include <bsdfs>
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- #include <lights_pars_begin>
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- #include <color_pars_vertex>
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- #include <fog_pars_vertex>
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- #include <morphtarget_pars_vertex>
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- #include <skinning_pars_vertex>
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- #include <shadowmap_pars_vertex>
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- #include <logdepthbuf_pars_vertex>
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- #include <clipping_planes_pars_vertex>
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-
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- void main() {
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-
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- #include <uv_vertex>
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- #include <color_vertex>
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- #include <morphcolor_vertex>
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-
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- #include <beginnormal_vertex>
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- #include <morphnormal_vertex>
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- #include <skinbase_vertex>
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- #include <skinnormal_vertex>
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- #include <defaultnormal_vertex>
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-
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- #include <begin_vertex>
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- #include <morphtarget_vertex>
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- #include <skinning_vertex>
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- #include <project_vertex>
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- #include <logdepthbuf_vertex>
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- #include <clipping_planes_vertex>
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-
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- #include <worldpos_vertex>
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- #include <envmap_vertex>
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-
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- // inlining legacy <lights_lambert_vertex>
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-
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- vec3 diffuse = vec3( 1.0 );
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-
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- vec3 geometryPosition = mvPosition.xyz;
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- vec3 geometryNormal = normalize( transformedNormal );
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- vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
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-
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- vec3 backGeometryNormal = - geometryNormal;
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-
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- vLightFront = vec3( 0.0 );
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- vIndirectFront = vec3( 0.0 );
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- #ifdef DOUBLE_SIDED
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- vLightBack = vec3( 0.0 );
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- vIndirectBack = vec3( 0.0 );
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- #endif
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-
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- IncidentLight directLight;
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- float dotNL;
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- vec3 directLightColor_Diffuse;
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-
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- vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
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-
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- #if defined( USE_LIGHT_PROBES )
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-
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- vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal );
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-
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- #endif
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-
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- #ifdef DOUBLE_SIDED
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-
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- vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
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-
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- #if defined( USE_LIGHT_PROBES )
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-
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- vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal );
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-
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- #endif
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-
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- #endif
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-
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- #if NUM_POINT_LIGHTS > 0
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-
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- #pragma unroll_loop_start
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- for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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-
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- getPointLightInfo( pointLights[ i ], geometryPosition, directLight );
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-
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- dotNL = dot( geometryNormal, directLight.direction );
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- directLightColor_Diffuse = directLight.color;
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-
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- vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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-
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- #endif
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-
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- }
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- #pragma unroll_loop_end
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-
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- #endif
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-
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- #if NUM_SPOT_LIGHTS > 0
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-
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- #pragma unroll_loop_start
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- for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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-
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- getSpotLightInfo( spotLights[ i ], geometryPosition, directLight );
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-
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- dotNL = dot( geometryNormal, directLight.direction );
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- directLightColor_Diffuse = directLight.color;
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-
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- vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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-
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- #endif
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- }
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- #pragma unroll_loop_end
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-
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- #endif
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-
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- #if NUM_DIR_LIGHTS > 0
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-
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- #pragma unroll_loop_start
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- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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-
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- getDirectionalLightInfo( directionalLights[ i ], directLight );
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-
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- dotNL = dot( geometryNormal, directLight.direction );
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- directLightColor_Diffuse = directLight.color;
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-
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- vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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-
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- #endif
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-
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- }
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- #pragma unroll_loop_end
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-
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- #endif
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-
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- #if NUM_HEMI_LIGHTS > 0
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-
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- #pragma unroll_loop_start
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- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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-
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- vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
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-
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- #ifdef DOUBLE_SIDED
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-
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- vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal );
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-
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- #endif
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-
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- }
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- #pragma unroll_loop_end
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-
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- #endif
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-
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- #include <shadowmap_vertex>
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- #include <fog_vertex>
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-
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- }`,
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-
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- fragmentShader: /* glsl */`
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-
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- #define GOURAUD
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-
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- uniform vec3 diffuse;
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- uniform vec3 emissive;
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- uniform float opacity;
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-
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- varying vec3 vLightFront;
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- varying vec3 vIndirectFront;
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-
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- #ifdef DOUBLE_SIDED
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- varying vec3 vLightBack;
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- varying vec3 vIndirectBack;
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- #endif
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-
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- #include <common>
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- #include <dithering_pars_fragment>
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- #include <color_pars_fragment>
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- #include <uv_pars_fragment>
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- #include <map_pars_fragment>
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- #include <alphamap_pars_fragment>
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- #include <alphatest_pars_fragment>
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- #include <aomap_pars_fragment>
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- #include <lightmap_pars_fragment>
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- #include <emissivemap_pars_fragment>
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- #include <envmap_common_pars_fragment>
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- #include <envmap_pars_fragment>
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- #include <bsdfs>
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- #include <lights_pars_begin>
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- #include <fog_pars_fragment>
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- #include <shadowmap_pars_fragment>
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- #include <shadowmask_pars_fragment>
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- #include <specularmap_pars_fragment>
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- #include <logdepthbuf_pars_fragment>
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- #include <clipping_planes_pars_fragment>
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-
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- void main() {
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-
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- #include <clipping_planes_fragment>
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-
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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 totalEmissiveRadiance = emissive;
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-
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- #include <logdepthbuf_fragment>
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- #include <map_fragment>
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- #include <color_fragment>
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- #include <alphamap_fragment>
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- #include <alphatest_fragment>
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- #include <specularmap_fragment>
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- #include <emissivemap_fragment>
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-
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- // accumulation
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-
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- #ifdef DOUBLE_SIDED
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-
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- reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
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-
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- #else
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-
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- reflectedLight.indirectDiffuse += vIndirectFront;
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-
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- #endif
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-
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- #ifdef USE_LIGHTMAP
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-
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- vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
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- vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
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- reflectedLight.indirectDiffuse += lightMapIrradiance;
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-
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- #endif
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-
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- reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
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-
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- #ifdef DOUBLE_SIDED
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-
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- reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
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-
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- #else
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-
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- reflectedLight.directDiffuse = vLightFront;
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-
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- #endif
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-
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- reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
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-
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- // modulation
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-
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- #include <aomap_fragment>
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-
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- vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
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-
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- #include <envmap_fragment>
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-
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- #include <opaque_fragment>
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- #include <tonemapping_fragment>
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- #include <colorspace_fragment>
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- #include <fog_fragment>
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- #include <premultiplied_alpha_fragment>
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- #include <dithering_fragment>
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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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-
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-class MeshGouraudMaterial extends ShaderMaterial {
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-
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- constructor( parameters ) {
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-
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- super();
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-
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- console.warn( 'THREE.MeshGouraudMaterial: MeshGouraudMaterial has been deprecated and will be removed with r183. Use THREE.MeshLambertMaterial instead.' ); // @deprecated r173
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-
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- this.isMeshGouraudMaterial = true;
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-
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- this.type = 'MeshGouraudMaterial';
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-
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- //this.color = new THREE.Color( 0xffffff ); // diffuse
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-
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- //this.map = null;
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-
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- //this.lightMap = null;
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- //this.lightMapIntensity = 1.0;
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-
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- //this.aoMap = null;
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- //this.aoMapIntensity = 1.0;
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-
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- //this.emissive = new THREE.Color( 0x000000 );
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- //this.emissiveIntensity = 1.0;
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- //this.emissiveMap = null;
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-
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- //this.specularMap = null;
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-
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- //this.alphaMap = null;
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-
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- //this.envMap = null;
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- this.combine = MultiplyOperation; // combine has no uniform
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- //this.reflectivity = 1;
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- //this.refractionRatio = 0.98;
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-
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- this.fog = false; // set to use scene fog
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- this.lights = true; // set to use scene lights
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- this.clipping = false; // set to use user-defined clipping planes
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-
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- const shader = GouraudShader;
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-
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- this.defines = Object.assign( {}, shader.defines );
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- this.uniforms = UniformsUtils.clone( shader.uniforms );
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- this.vertexShader = shader.vertexShader;
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- this.fragmentShader = shader.fragmentShader;
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-
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- const exposePropertyNames = [
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- 'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity',
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- 'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap',
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- 'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse'
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- ];
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-
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- for ( const propertyName of exposePropertyNames ) {
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-
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- Object.defineProperty( this, propertyName, {
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-
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- get: function () {
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-
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- return this.uniforms[ propertyName ].value;
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-
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- },
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-
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- set: function ( value ) {
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-
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- this.uniforms[ propertyName ].value = value;
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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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-
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- Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );
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-
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- this.setValues( parameters );
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-
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- }
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-
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- copy( source ) {
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-
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- super.copy( source );
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-
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- this.color.copy( source.color );
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-
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- this.map = source.map;
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-
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- this.lightMap = source.lightMap;
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- this.lightMapIntensity = source.lightMapIntensity;
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-
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- this.aoMap = source.aoMap;
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- this.aoMapIntensity = source.aoMapIntensity;
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-
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- this.emissive.copy( source.emissive );
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- this.emissiveMap = source.emissiveMap;
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- this.emissiveIntensity = source.emissiveIntensity;
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-
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- this.specularMap = source.specularMap;
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-
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- this.alphaMap = source.alphaMap;
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-
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- this.envMap = source.envMap;
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- this.combine = source.combine;
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- this.reflectivity = source.reflectivity;
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- this.refractionRatio = source.refractionRatio;
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-
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- this.wireframe = source.wireframe;
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- this.wireframeLinewidth = source.wireframeLinewidth;
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- this.wireframeLinecap = source.wireframeLinecap;
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- this.wireframeLinejoin = source.wireframeLinejoin;
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-
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- this.fog = source.fog;
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-
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- return this;
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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 { MeshGouraudMaterial };
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