未验证 提交 b20f5212 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13422 from WestLangley/dev-defines

Shader Passes: clone defines
......@@ -102,7 +102,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
uniforms: THREE.UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
vertexShader: this.adaptLuminanceShader.vertexShader,
fragmentShader: this.adaptLuminanceShader.fragmentShader,
defines: this.adaptLuminanceShader.defines,
defines: Object.assign( {}, this.adaptLuminanceShader.defines ),
blending: THREE.NoBlending
} );
......
......@@ -57,7 +57,7 @@ THREE.BokehPass = function ( scene, camera, params ) {
bokehUniforms[ "farClip" ].value = camera.far;
this.materialBokeh = new THREE.ShaderMaterial( {
defines: bokehShader.defines,
defines: Object.assign( {}, bokehShader.defines ),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
......
......@@ -99,7 +99,7 @@ THREE.SAOPass = function ( scene, camera, depthTexture, useNormals, resolution )
this.vBlurMaterial = new THREE.ShaderMaterial( {
uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ),
defines: THREE.DepthLimitedBlurShader.defines,
defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ),
vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader
} );
......@@ -112,7 +112,7 @@ THREE.SAOPass = function ( scene, camera, depthTexture, useNormals, resolution )
this.hBlurMaterial = new THREE.ShaderMaterial( {
uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ),
defines: THREE.DepthLimitedBlurShader.defines,
defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ),
vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader
} );
......
......@@ -63,7 +63,7 @@ THREE.SMAAPass = function ( width, height ) {
this.uniformsEdges[ "resolution" ].value.set( 1 / width, 1 / height );
this.materialEdges = new THREE.ShaderMaterial( {
defines: THREE.SMAAShader[0].defines,
defines: Object.assign( {}, THREE.SMAAShader[ 0 ].defines ),
uniforms: this.uniformsEdges,
vertexShader: THREE.SMAAShader[0].vertexShader,
fragmentShader: THREE.SMAAShader[0].fragmentShader
......@@ -79,7 +79,7 @@ THREE.SMAAPass = function ( width, height ) {
this.uniformsWeights[ "tSearch" ].value = this.searchTexture;
this.materialWeights = new THREE.ShaderMaterial( {
defines: THREE.SMAAShader[1].defines,
defines: Object.assign( {}, THREE.SMAAShader[ 1 ].defines ),
uniforms: this.uniformsWeights,
vertexShader: THREE.SMAAShader[1].vertexShader,
fragmentShader: THREE.SMAAShader[1].fragmentShader
......
......@@ -20,7 +20,7 @@ THREE.ShaderPass = function ( shader, textureID ) {
this.material = new THREE.ShaderMaterial( {
defines: shader.defines || {},
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
......
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