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							- ( function () {
 
- 	const CSMShader = {
 
- 		lights_fragment_begin:
 
-   /* glsl */
 
-   `
 
- GeometricContext geometry;
 
- geometry.position = - vViewPosition;
 
- geometry.normal = normal;
 
- geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
 
- #ifdef CLEARCOAT
 
- 	geometry.clearcoatNormal = clearcoatNormal;
 
- #endif
 
- IncidentLight directLight;
 
- #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
 
- 	PointLight pointLight;
 
- 	#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
 
- 	PointLightShadow pointLightShadow;
 
- 	#endif
 
- 	#pragma unroll_loop_start
 
- 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
- 		pointLight = pointLights[ i ];
 
- 		getPointLightInfo( pointLight, geometry, directLight );
 
- 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
 
- 		pointLightShadow = pointLightShadows[ i ];
 
- 		directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
 
- 		#endif
 
- 		RE_Direct( directLight, geometry, material, reflectedLight );
 
- 	}
 
- 	#pragma unroll_loop_end
 
- #endif
 
- #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
 
- 	SpotLight spotLight;
 
- 	#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
 
- 	SpotLightShadow spotLightShadow;
 
- 	#endif
 
- 	#pragma unroll_loop_start
 
- 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
- 		spotLight = spotLights[ i ];
 
- 		getSpotLightInfo( spotLight, geometry, directLight );
 
- 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
 
- 		spotLightShadow = spotLightShadows[ i ];
 
- 		directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
 
- 		#endif
 
- 		RE_Direct( directLight, geometry, material, reflectedLight );
 
- 	}
 
- 	#pragma unroll_loop_end
 
- #endif
 
- #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
 
- 	DirectionalLight directionalLight;
 
- 	float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
 
- 	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
 
- 	DirectionalLightShadow directionalLightShadow;
 
- 	#endif
 
- 	#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )
 
- 	vec2 cascade;
 
- 	float cascadeCenter;
 
- 	float closestEdge;
 
- 	float margin;
 
- 	float csmx;
 
- 	float csmy;
 
- 	#pragma unroll_loop_start
 
- 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
- 		directionalLight = directionalLights[ i ];
 
- 		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
- 		// NOTE: Depth gets larger away from the camera.
 
- 		// cascade.x is closer, cascade.y is further
 
- 		cascade = CSM_cascades[ i ];
 
- 		cascadeCenter = ( cascade.x + cascade.y ) / 2.0;
 
- 		closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;
 
- 		margin = 0.25 * pow( closestEdge, 2.0 );
 
- 		csmx = cascade.x - margin / 2.0;
 
- 		csmy = cascade.y + margin / 2.0;
 
- 		if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS && linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {
 
- 			float dist = min( linearDepth - csmx, csmy - linearDepth );
 
- 			float ratio = clamp( dist / margin, 0.0, 1.0 );
 
- 			if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) {
 
- 				vec3 prevColor = directLight.color;
 
- 				directionalLightShadow = directionalLightShadows[ i ];
 
- 				directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
 
- 				bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;
 
- 				directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );
 
- 			}
 
- 			ReflectedLight prevLight = reflectedLight;
 
- 			RE_Direct( directLight, geometry, material, reflectedLight );
 
- 			bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
 
- 			float blendRatio = shouldBlend ? ratio : 1.0;
 
- 			reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );
 
- 			reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );
 
- 			reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );
 
- 			reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );
 
- 		}
 
- 	}
 
- 	#pragma unroll_loop_end
 
- 	#else
 
- 	#pragma unroll_loop_start
 
- 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
- 		directionalLight = directionalLights[ i ];
 
- 		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
- 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 
- 		directionalLightShadow = directionalLightShadows[ i ];
 
- 		if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
 
- 		#endif
 
- 		if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
 
- 	}
 
- 	#pragma unroll_loop_end
 
- 	#endif
 
- #endif
 
- #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
 
- 	DirectionalLight directionalLight;
 
- 	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
 
- 	DirectionalLightShadow directionalLightShadow;
 
- 	#endif
 
- 	#pragma unroll_loop_start
 
- 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
- 		directionalLight = directionalLights[ i ];
 
- 		getDirectionalLightInfo( directionalLight, geometry, directLight );
 
- 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
 
- 		directionalLightShadow = directionalLightShadows[ i ];
 
- 		directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
 
- 		#endif
 
- 		RE_Direct( directLight, geometry, material, reflectedLight );
 
- 	}
 
- 	#pragma unroll_loop_end
 
- #endif
 
- #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
 
- 	RectAreaLight rectAreaLight;
 
- 	#pragma unroll_loop_start
 
- 	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
 
- 		rectAreaLight = rectAreaLights[ i ];
 
- 		RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
 
- 	}
 
- 	#pragma unroll_loop_end
 
- #endif
 
- #if defined( RE_IndirectDiffuse )
 
- 	vec3 iblIrradiance = vec3( 0.0 );
 
- 	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
 
- 	irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );
 
- 	#if ( NUM_HEMI_LIGHTS > 0 )
 
- 		#pragma unroll_loop_start
 
- 		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
 
- 			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
 
- 		}
 
- 		#pragma unroll_loop_end
 
- 	#endif
 
- #endif
 
- #if defined( RE_IndirectSpecular )
 
- 	vec3 radiance = vec3( 0.0 );
 
- 	vec3 clearcoatRadiance = vec3( 0.0 );
 
- #endif
 
- `,
 
- 		lights_pars_begin:
 
-   /* glsl */
 
-   `
 
- #if defined( USE_CSM ) && defined( CSM_CASCADES )
 
- uniform vec2 CSM_cascades[CSM_CASCADES];
 
- uniform float cameraNear;
 
- uniform float shadowFar;
 
- #endif
 
- 	` + THREE.ShaderChunk.lights_pars_begin
 
- 	};
 
- 	THREE.CSMShader = CSMShader;
 
- } )();
 
 
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