Updated builds.
Merge branch 'dev' of https://github.com/mrdoob/three.js into dev
Remove unused argument
Refresh light uniforms only when needed

After this change, if 'clean' property is added to an uniform and
evaluates to true, the uniform is not uploaded to the GPU. This is used
to avoid needlessly refreshing lights uniforms when the material changes
but the program does not, saving CPU usage.
Merge pull request #5033 from gero3/patch-27

Remove unused argument
Improve code style in light uniform optimization
Merge branch 'dev' into refactor_flexible_skinning

Conflicts:
	src/objects/Skeleton.js
	src/renderers/shaders/ShaderChunk.js
Updated skinning shader chunks to use the bind matrices.
Only put those uniforms to uniformsList which are in the program

Also cache uniform locations in the uniformsList, so that querying them
from the program is not needed. This reduces CPU usage.
Replace uniform.skipUpdate with uniform.needsUpdate

This is consistent with usage of needsUpdate throughout the rest of the
code. The property is not added to all uniforms for now, so the check
needs to be needsUpdate === false rather than just ! needsUpdate.
PnlTri.js Rev. 1.4; smaller & faster
Merge pull request #5036 from NVIDIA/optimize-uniforms-list

Only put those uniforms to uniformsList which are in the program
Merge pull request #5034 from NVIDIA/optimize-uniform-updates-2

Refresh light uniforms only when needed
Merge pull request #5038 from jahting/pnltrixmpl

Triangulation example webgl_geometry_text2 with PnlTri.js Rev. 1.4: smaller & faster
Updated builds.
a method to interpolate between two morph targets

does not fix #5051 but eases the pain for people trying to work around it
a method to interpolate between two morph targets

(actually we could do better without switch)
Merge pull request #5052 from makc/patch-1

a method to interpolate between two morph targets
Minor code clean up.
Updated builds.