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@@ -16,22 +16,22 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
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this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
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this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
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- // blit material
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+ // copy material
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- if ( THREE.BlitShader === undefined )
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- console.error( "THREE.BloomPass relies on THREE.BlitShader" );
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+ if ( THREE.CopyShader === undefined )
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+ console.error( "THREE.BloomPass relies on THREE.CopyShader" );
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- var blitShader = THREE.BlitShader;
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+ var copyShader = THREE.CopyShader;
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- this.blitUniforms = THREE.UniformsUtils.clone( blitShader.uniforms );
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+ this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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- this.blitUniforms[ "opacity" ].value = strength;
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+ this.copyUniforms[ "opacity" ].value = strength;
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- this.materialBlit = new THREE.ShaderMaterial( {
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+ this.materialCopy = new THREE.ShaderMaterial( {
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- uniforms: this.blitUniforms,
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- vertexShader: blitShader.vertexShader,
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- fragmentShader: blitShader.fragmentShader,
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+ uniforms: this.copyUniforms,
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+ vertexShader: copyShader.vertexShader,
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+ fragmentShader: copyShader.fragmentShader,
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blending: THREE.AdditiveBlending,
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transparent: true
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@@ -92,9 +92,9 @@ THREE.BloomPass.prototype = {
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// Render original scene with superimposed blur to texture
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- THREE.EffectComposer.quad.material = this.materialBlit;
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+ THREE.EffectComposer.quad.material = this.materialCopy;
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- this.blitUniforms[ "tDiffuse" ].value = this.renderTargetY;
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+ this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
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if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
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