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WebGLRenderer: Avoid shader crash when reaching too many uniforms. See #10754.
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src/renderers/webgl/WebGLPrograms.js

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@@ -64,6 +64,7 @@ function WebGLPrograms( renderer, capabilities ) {
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if ( maxBones < object.skeleton.bones.length ) {
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console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
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return 0;
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}
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@@ -169,7 +170,7 @@ function WebGLPrograms( renderer, capabilities ) {
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sizeAttenuation: material.sizeAttenuation,
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logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
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skinning: ( object && object.isSkinnedMesh ),
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skinning: ( object && object.isSkinnedMesh ) && maxBones > 0,
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maxBones: maxBones,
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useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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