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@@ -48,8 +48,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
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} );
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} );
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- const shadowMaterialHorizonal = shadowMaterialVertical.clone();
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- shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
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+ const shadowMaterialHorizontal = shadowMaterialVertical.clone();
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+ shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
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const fullScreenTri = new BufferGeometry();
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const fullScreenTri = new BufferGeometry();
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fullScreenTri.setAttribute(
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fullScreenTri.setAttribute(
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@@ -215,14 +215,14 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
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_renderer.clear();
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_renderer.clear();
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_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
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_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
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- // horizonal pass
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+ // horizontal pass
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- shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
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- shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
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- shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
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+ shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
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+ shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
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+ shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
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_renderer.setRenderTarget( shadow.map );
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_renderer.setRenderTarget( shadow.map );
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_renderer.clear();
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_renderer.clear();
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- _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
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+ _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
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}
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}
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