提交 d6daf048 编写于 作者: B Ben Houston

make uniforms unique per AdaptiveToneMappingPass. (previously they were shared.)

上级 cc4c08a9
......@@ -39,7 +39,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
this.materialLuminance = new THREE.ShaderMaterial( {
uniforms: THREE.LuminosityShader.uniforms,
uniforms: THREE.UniformsUtils.clone( THREE.LuminosityShader.uniforms ),
vertexShader: THREE.LuminosityShader.vertexShader,
fragmentShader: THREE.LuminosityShader.fragmentShader,
blending: THREE.NoBlending,
......@@ -95,7 +95,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
this.materialAdaptiveLum = new THREE.ShaderMaterial( {
uniforms: this.adaptLuminanceShader.uniforms,
uniforms: THREE.UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
vertexShader: this.adaptLuminanceShader.vertexShader,
fragmentShader: this.adaptLuminanceShader.fragmentShader,
defines: this.adaptLuminanceShader.defines,
......@@ -107,7 +107,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
this.materialToneMap = new THREE.ShaderMaterial( {
uniforms: THREE.ToneMapShader.uniforms,
uniforms: THREE.UniformsUtils.clone( THREE.ToneMapShader.uniforms ),
vertexShader: THREE.ToneMapShader.vertexShader,
fragmentShader: THREE.ToneMapShader.fragmentShader,
blending: THREE.NoBlending
......
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