提交 1875743a 编写于 作者: M Mugen87

BokehShader: Fix wrong format of render target.

上级 7beffe6e
......@@ -19,14 +19,12 @@ THREE.BokehPass = function ( scene, camera, params ) {
var width = params.width || window.innerWidth || 1;
var height = params.height || window.innerHeight || 1;
this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat
this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
stencilBuffer: false
} );
this.renderTargetColor.texture.name = "BokehPass.color";
this.renderTargetDepth = this.renderTargetColor.clone();
this.renderTargetDepth.texture.name = "BokehPass.depth";
// depth material
......
......@@ -4,11 +4,10 @@
import {
Color,
LinearFilter,
MeshDepthMaterial,
NearestFilter,
NoBlending,
RGBADepthPacking,
RGBFormat,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
......@@ -33,14 +32,12 @@ var BokehPass = function ( scene, camera, params ) {
var width = params.width || window.innerWidth || 1;
var height = params.height || window.innerHeight || 1;
this.renderTargetColor = new WebGLRenderTarget( width, height, {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat
this.renderTargetDepth = new WebGLRenderTarget( width, height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
stencilBuffer: false
} );
this.renderTargetColor.texture.name = "BokehPass.color";
this.renderTargetDepth = this.renderTargetColor.clone();
this.renderTargetDepth.texture.name = "BokehPass.depth";
// depth material
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册