diff --git a/examples/js/postprocessing/AdaptiveToneMappingPass.js b/examples/js/postprocessing/AdaptiveToneMappingPass.js index 3792ce2d980d0237ed960aff68e4c79a791ef370..b69d483917beceba0550d658c370bc350312b6bb 100644 --- a/examples/js/postprocessing/AdaptiveToneMappingPass.js +++ b/examples/js/postprocessing/AdaptiveToneMappingPass.js @@ -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 } ); diff --git a/examples/js/postprocessing/BokehPass.js b/examples/js/postprocessing/BokehPass.js index 726864fb3294bd88172f70de3ab81f9a5fd0e01c..fb79ccb433bf8c5d9873075f8d6fff414e465037 100644 --- a/examples/js/postprocessing/BokehPass.js +++ b/examples/js/postprocessing/BokehPass.js @@ -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 diff --git a/examples/js/postprocessing/SAOPass.js b/examples/js/postprocessing/SAOPass.js index a4355494e03aab9e3a12f5c36bbf58b074536db7..ae265545f19225ffa826a2b0eb3bf8399089ce79 100644 --- a/examples/js/postprocessing/SAOPass.js +++ b/examples/js/postprocessing/SAOPass.js @@ -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 } ); diff --git a/examples/js/postprocessing/SMAAPass.js b/examples/js/postprocessing/SMAAPass.js index 7085e6057ebc141ebb616fdb8622c4300f606601..29d7f05de71312b22e996b703f1b700da65f9a86 100644 --- a/examples/js/postprocessing/SMAAPass.js +++ b/examples/js/postprocessing/SMAAPass.js @@ -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 diff --git a/examples/js/postprocessing/ShaderPass.js b/examples/js/postprocessing/ShaderPass.js index d42d20692a992fc96075f34fc5dac385cfbaa0da..b244a0fa5b439dcb11703debb4912ac3bf4736c7 100644 --- a/examples/js/postprocessing/ShaderPass.js +++ b/examples/js/postprocessing/ShaderPass.js @@ -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