@@ -33,9 +33,8 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
33
33
_renderList = [ ] ,
34
34
35
35
_MorphingFlag = 1 ,
36
- _SkinningFlag = 2 ,
37
36
38
- _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1 ,
37
+ _NumberOfMaterialVariants = ( _MorphingFlag ) + 1 ,
39
38
40
39
_depthMaterials = new Array ( _NumberOfMaterialVariants ) ,
41
40
_distanceMaterials = new Array ( _NumberOfMaterialVariants ) ,
@@ -69,11 +68,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
69
68
for ( var i = 0 ; i !== _NumberOfMaterialVariants ; ++ i ) {
70
69
71
70
var useMorphing = ( i & _MorphingFlag ) !== 0 ;
72
- var useSkinning = ( i & _SkinningFlag ) !== 0 ;
73
71
74
72
var depthMaterial = depthMaterialTemplate . clone ( ) ;
75
73
depthMaterial . morphTargets = useMorphing ;
76
- depthMaterial . skinning = useSkinning ;
77
74
78
75
_depthMaterials [ i ] = depthMaterial ;
79
76
@@ -85,7 +82,6 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
85
82
vertexShader : distanceShader . vertexShader ,
86
83
fragmentShader : distanceShader . fragmentShader ,
87
84
morphTargets : useMorphing ,
88
- skinning : useSkinning ,
89
85
clipping : true
90
86
} ) ;
91
87
@@ -350,12 +346,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
350
346
351
347
}
352
348
353
- var useSkinning = object . isSkinnedMesh ;
354
-
355
349
var variantIndex = 0 ;
356
350
357
351
if ( useMorphing ) variantIndex |= _MorphingFlag ;
358
- if ( useSkinning ) variantIndex |= _SkinningFlag ;
359
352
360
353
result = materialVariants [ variantIndex ] ;
361
354
0 commit comments