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@@ -1418,7 +1418,7 @@
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return (_: Effect) => {
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prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
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- shaderMaterial.onBind = (mat: Material, mesh: Mesh) => {
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+ shaderMaterial.onBind = (mesh: Mesh) => {
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onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material);
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};
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};
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@@ -1630,7 +1630,11 @@
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*/
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var load = (gltfRuntime: IGLTFRuntime) => {
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// Begin with shaders
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+ var atLeastOneShader = false;
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+
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for (var sha in gltfRuntime.shaders) {
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+ atLeastOneShader = true;
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+
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var shader: IGLTFShader = gltfRuntime.shaders[sha];
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if (shader) {
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@@ -1646,6 +1650,10 @@
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Tools.Error("No shader file named " + shader.uri);
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}
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}
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+
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+ if (!atLeastOneShader) {
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+ loadBuffers(gltfRuntime);
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+ }
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};
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/**
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