diff --git a/examples/jsm/postprocessing/OutlinePass.js b/examples/jsm/postprocessing/OutlinePass.js index e5515e73a479e84d9c993b167ff4de9cd7159db4..7f909b5195e34d1a32994509ece1b6d369278c23 100644 --- a/examples/jsm/postprocessing/OutlinePass.js +++ b/examples/jsm/postprocessing/OutlinePass.js @@ -530,18 +530,18 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), { void main() {\ vec2 invSize = 1.0 / texSize;\ float weightSum = gaussianPdf(0.0, kernelRadius);\ - vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\ + vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\ vec2 uvOffset = delta;\ for( int i = 1; i <= MAX_RADIUS; i ++ ) {\ float w = gaussianPdf(uvOffset.x, kernelRadius);\ - vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\ - vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\ + vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\ + vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\ diffuseSum += ((sample1 + sample2) * w);\ weightSum += (2.0 * w);\ uvOffset += delta;\ }\ - gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\ + gl_FragColor = diffuseSum/weightSum;\ }" } );