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@@ -1,4 +1,4 @@
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-import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, LinearFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js';
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+import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js';
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import { WebGLRenderTarget } from '../WebGLRenderTarget.js';
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import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js';
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import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js';
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@@ -133,12 +133,10 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
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- const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
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-
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- shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
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+ shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );
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shadow.map.texture.name = light.name + '.shadowMap';
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- shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
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+ shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );
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shadow.camera.updateProjectionMatrix();
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