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WebGLShadowMap: Removed skinning reference. See #10754.
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src/renderers/webgl/WebGLShadowMap.js

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Original file line numberDiff line numberDiff line change
@@ -33,9 +33,8 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
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_renderList = [],
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_MorphingFlag = 1,
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_SkinningFlag = 2,
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_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
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_NumberOfMaterialVariants = ( _MorphingFlag ) + 1,
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_depthMaterials = new Array( _NumberOfMaterialVariants ),
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_distanceMaterials = new Array( _NumberOfMaterialVariants ),
@@ -69,11 +68,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
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for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
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var useMorphing = ( i & _MorphingFlag ) !== 0;
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var useSkinning = ( i & _SkinningFlag ) !== 0;
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var depthMaterial = depthMaterialTemplate.clone();
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depthMaterial.morphTargets = useMorphing;
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depthMaterial.skinning = useSkinning;
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_depthMaterials[ i ] = depthMaterial;
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@@ -85,7 +82,6 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
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vertexShader: distanceShader.vertexShader,
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fragmentShader: distanceShader.fragmentShader,
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morphTargets: useMorphing,
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skinning: useSkinning,
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clipping: true
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} );
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@@ -350,12 +346,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
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}
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var useSkinning = object.isSkinnedMesh;
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var variantIndex = 0;
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if ( useMorphing ) variantIndex |= _MorphingFlag;
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if ( useSkinning ) variantIndex |= _SkinningFlag;
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result = materialVariants[ variantIndex ];
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