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remove UniformsUtils.*

aardgoose 8 years ago
parent
commit
113e8e34d9

+ 2 - 2
examples/js/nodes/materials/PhongNode.js

@@ -29,13 +29,13 @@ THREE.PhongNode.prototype.build = function( builder ) {
 
 		var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache : 'transform' } ) : undefined;
 
-		material.mergeUniform( THREE.UniformsUtils.merge( [
+		material.mergeUniform( Object.assign( {},
 
 			THREE.UniformsLib[ "fog" ],
 			THREE.UniformsLib[ "ambient" ],
 			THREE.UniformsLib[ "lights" ]
 
-		] ) );
+		) );
 
 		material.addVertexPars( [
 			"varying vec3 vViewPosition;",

+ 1 - 1
examples/js/postprocessing/BokehPass.js

@@ -41,7 +41,7 @@ THREE.BokehPass = function ( scene, camera, params ) {
 	}
 
 	var bokehShader = THREE.BokehShader;
-	var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
+	var bokehUniforms = Object.assign( {}, bokehShader.uniforms );
 
 	bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
 

+ 1 - 1
examples/js/postprocessing/DotScreenPass.js

@@ -11,7 +11,7 @@ THREE.DotScreenPass = function ( center, angle, scale ) {
 
 	var shader = THREE.DotScreenShader;
 
-	this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+	this.uniforms = Object.assign( {}, shader.uniforms );
 
 	if ( center !== undefined ) this.uniforms[ "center" ].value.copy( center );
 	if ( angle !== undefined ) this.uniforms[ "angle" ].value = angle;

+ 1 - 1
examples/js/postprocessing/GlitchPass.js

@@ -9,7 +9,7 @@ THREE.GlitchPass = function ( dt_size ) {
 	if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" );
 
 	var shader = THREE.DigitalGlitch;
-	this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+	this.uniforms = Object.assign( {}, shader.uniforms );
 
 	if ( dt_size == undefined ) dt_size = 64;
 

+ 1 - 1
examples/webgl_postprocessing_dof2.html

@@ -402,7 +402,7 @@ Use WEBGL Depth buffer support?
 
 				var bokeh_shader = THREE.BokehShader;
 
-				postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
+				postprocessing.bokeh_uniforms = Object.assign( {}, bokeh_shader.uniforms );
 
 				postprocessing.bokeh_uniforms[ "tColor" ].value = postprocessing.rtTextureColor.texture;
 				postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth.texture;