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							- ( function () {
 
- 	/**
 
-  * Blend two textures
 
-  */
 
- 	const BlendShader = {
 
- 		uniforms: {
 
- 			'tDiffuse1': {
 
- 				value: null
 
- 			},
 
- 			'tDiffuse2': {
 
- 				value: null
 
- 			},
 
- 			'mixRatio': {
 
- 				value: 0.5
 
- 			},
 
- 			'opacity': {
 
- 				value: 1.0
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform float opacity;
 
- 		uniform float mixRatio;
 
- 		uniform sampler2D tDiffuse1;
 
- 		uniform sampler2D tDiffuse2;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec4 texel1 = texture2D( tDiffuse1, vUv );
 
- 			vec4 texel2 = texture2D( tDiffuse2, vUv );
 
- 			gl_FragColor = opacity * mix( texel1, texel2, mixRatio );
 
- 		}`
 
- 	};
 
- 	THREE.BlendShader = BlendShader;
 
- } )();
 
 
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