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1 change: 0 additions & 1 deletion examples/js/shaders/BokehShader2.js
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,6 @@ THREE.BokehShader = {
fragmentShader: [

"#include <common>",
"#include <packing>",

"varying vec2 vUv;",

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5 changes: 1 addition & 4 deletions examples/webgl_postprocessing_procedural.html
Original file line number Diff line number Diff line change
Expand Up @@ -40,8 +40,7 @@
}
</script>
<script id="noiseRandom1D-frag" type="x-shader/x-fragment">
#include <common>
#include <packing>
#include <common>

varying vec2 vUv;

Expand All @@ -52,7 +51,6 @@
</script>
<script id="noiseRandom2D-frag" type="x-shader/x-fragment">
#include <common>
#include <packing>

varying vec2 vUv;

Expand All @@ -64,7 +62,6 @@
</script>
<script id="noiseRandom3D-frag" type="x-shader/x-fragment">
#include <common>
#include <packing>

varying vec2 vUv;

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1 change: 0 additions & 1 deletion src/renderers/shaders/ShaderLib/points_frag.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,6 @@ uniform vec3 diffuse;
uniform float opacity;

#include <common>
#include <packing>
#include <color_pars_fragment>
#include <map_particle_pars_fragment>
#include <fog_pars_fragment>
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1 change: 0 additions & 1 deletion src/renderers/shaders/ShaderLib/sprite_frag.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,6 @@ uniform vec3 diffuse;
uniform float opacity;

#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <fog_pars_fragment>
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