 
         return cloned
 
-module.exports = {Material}
+module.exports = {Material,
+CD_MCOL, CD_MTFACE, CD_ORCO, CD_TANGENT, CD_SHAPE_KEY, CD_ARMATURE_DEFORM,
+CD_ARMATURE_DEFORM_6, GPU_DATA_1I, GPU_DATA_1F, GPU_DATA_2F, GPU_DATA_3F,
+GPU_DATA_4F, GPU_DATA_9F, GPU_DATA_16F, GPU_DATA_4UB, GPU_DYNAMIC_AMBIENT_COLOR,
+GPU_DYNAMIC_GROUP_LAMP, GPU_DYNAMIC_GROUP_MAT, GPU_DYNAMIC_GROUP_MISC,
+GPU_DYNAMIC_GROUP_MIST, GPU_DYNAMIC_GROUP_OBJECT, GPU_DYNAMIC_GROUP_SAMPLER,
+GPU_DYNAMIC_GROUP_WORLD, GPU_DYNAMIC_HORIZON_COLOR, GPU_DYNAMIC_LAMP_ATT1,
+GPU_DYNAMIC_LAMP_ATT2, GPU_DYNAMIC_LAMP_DISTANCE, GPU_DYNAMIC_LAMP_DYNCO,
+GPU_DYNAMIC_LAMP_DYNCOL, GPU_DYNAMIC_LAMP_DYNENERGY, GPU_DYNAMIC_LAMP_DYNIMAT,
+GPU_DYNAMIC_LAMP_DYNPERSMAT, GPU_DYNAMIC_LAMP_DYNVEC, GPU_DYNAMIC_LAMP_SPOTBLEND,
+GPU_DYNAMIC_LAMP_SPOTSCALE, GPU_DYNAMIC_LAMP_SPOTSIZE, GPU_DYNAMIC_MAT_ALPHA,
+GPU_DYNAMIC_MAT_AMB, GPU_DYNAMIC_MAT_DIFFRGB, GPU_DYNAMIC_MAT_EMIT,
+GPU_DYNAMIC_MAT_HARD, GPU_DYNAMIC_MAT_REF, GPU_DYNAMIC_MAT_SPEC,
+GPU_DYNAMIC_MAT_SPECRGB, GPU_DYNAMIC_MIST_COLOR, GPU_DYNAMIC_MIST_DISTANCE,
+GPU_DYNAMIC_MIST_ENABLE, GPU_DYNAMIC_MIST_INTENSITY, GPU_DYNAMIC_MIST_START,
+GPU_DYNAMIC_MIST_TYPE, GPU_DYNAMIC_NONE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE,
+GPU_DYNAMIC_OBJECT_COLOR, GPU_DYNAMIC_OBJECT_IMAT,
+GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT,
+GPU_DYNAMIC_OBJECT_MAT, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DYNAMIC_OBJECT_VIEWMAT,
+GPU_DYNAMIC_SAMPLER_2DBUFFER, GPU_DYNAMIC_SAMPLER_2DIMAGE,
+GPU_DYNAMIC_SAMPLER_2DSHADOW, GPU_DYNAMIC_ZENITH_COLOR}

                    # holds mesh -> armature transformation and use that in the code above
                    # but add an optimization pass at export to apply mesh transformations
                    # where possible.
                when 86 # armature deform, 6 weights
                    num_bones = a.count
                    @num_bone_uniforms = num_bones
                    attribute_decl += "attribute vec4 weights;\n"

                        @attrib_locs["shape"+i] = -1
                        @attrib_locs["shapenor"+i] = -1
                    uniform_decl += "uniform float shapef["+num_shapes+"];"
                when CD_ARMATURE_DEFORM # armature deform
                    num_bones = a.count
                    @num_bone_uniforms = num_bones
                    attribute_decl += "attribute vec4 weights;\n"
