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@SET001
Created May 17, 2015 03:18
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attribute float height;
varying vec2 vUv;
${THREE.ShaderChunk["shadowmap_pars_vertex"]}
void main(){
vUv = uv;
vec3 newPosition = position + normal * height;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition,1.0);
${THREE.ShaderChunk["shadowmap_vertex"]}
}
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