diff --git a/examples/js/postprocessing/UnrealBloomPass.js b/examples/js/postprocessing/UnrealBloomPass.js index cb3cf54abe874a072072569ac48385c05b2efa98..b24e7225b7f94f23197fdb604c6990fb7fd7207e 100644 --- a/examples/js/postprocessing/UnrealBloomPass.js +++ b/examples/js/postprocessing/UnrealBloomPass.js @@ -14,7 +14,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) { this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 ); // create color only once here, reuse it later inside the render function - this.reusableColor = new THREE.Color( 0, 0, 0 ); + this.clearColor = new THREE.Color( 0, 0, 0 ); // render targets var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; @@ -192,7 +192,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto var oldAutoClear = renderer.autoClear; renderer.autoClear = false; - renderer.setClearColor( this.reusableColor, 0 ); + renderer.setClearColor( this.clearColor, 0 ); if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );