@@ -170,9 +170,9 @@ THREE.ShaderSkin = {
170170 "vec3 totalSpecularLight = vec3( 0.0 );" ,
171171 "vec3 totalDiffuseLight = vec3( 0.0 );" ,
172172
173- "#if POINT_LIGHTS > 0" ,
173+ "#if NUM_POINT_LIGHTS > 0" ,
174174
175- "for ( int i = 0; i < POINT_LIGHTS ; i ++ ) {" ,
175+ "for ( int i = 0; i < NUM_POINT_LIGHTS ; i ++ ) {" ,
176176
177177 "vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;" ,
178178
@@ -195,9 +195,9 @@ THREE.ShaderSkin = {
195195
196196 // directional lights
197197
198- "#if DIR_LIGHTS > 0" ,
198+ "#if NUM_DIR_LIGHTS > 0" ,
199199
200- "for( int i = 0; i < DIR_LIGHTS ; i++ ) {" ,
200+ "for( int i = 0; i < NUM_DIR_LIGHTS ; i++ ) {" ,
201201
202202 "vec3 dirVector = directionalLights[ i ].direction;" ,
203203
@@ -216,9 +216,9 @@ THREE.ShaderSkin = {
216216
217217 // hemisphere lights
218218
219- "#if HEMI_LIGHTS > 0" ,
219+ "#if NUM_HEMI_LIGHTS > 0" ,
220220
221- "for ( int i = 0; i < HEMI_LIGHTS ; i ++ ) {" ,
221+ "for ( int i = 0; i < NUM_HEMI_LIGHTS ; i ++ ) {" ,
222222
223223 "vec3 lVector = hemisphereLightDirection[ i ];" ,
224224
@@ -452,9 +452,9 @@ THREE.ShaderSkin = {
452452 "vec3 totalDiffuseLight = vec3( 0.0 );" ,
453453 "vec3 totalSpecularLight = vec3( 0.0 );" ,
454454
455- "#if POINT_LIGHTS > 0" ,
455+ "#if NUM_POINT_LIGHTS > 0" ,
456456
457- "for ( int i = 0; i < POINT_LIGHTS ; i ++ ) {" ,
457+ "for ( int i = 0; i < NUM_POINT_LIGHTS ; i ++ ) {" ,
458458
459459 "vec3 pointVector = normalize( pointLights[ i ].direction );" ,
460460 "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );" ,
@@ -477,9 +477,9 @@ THREE.ShaderSkin = {
477477
478478 // directional lights
479479
480- "#if DIR_LIGHTS > 0" ,
480+ "#if NUM_DIR_LIGHTS > 0" ,
481481
482- "for( int i = 0; i < DIR_LIGHTS ; i++ ) {" ,
482+ "for( int i = 0; i < NUM_DIR_LIGHTS ; i++ ) {" ,
483483
484484 "vec3 dirVector = directionalLights[ i ].direction;" ,
485485
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