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@@ -12,7 +12,7 @@ import { Frustum } from '../../math/Frustum.js';
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import * as vsm from '../shaders/ShaderLib/vsm.glsl.js';
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-function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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+function WebGLShadowMap( renderer, objects, capabilities ) {
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let _frustum = new Frustum();
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@@ -26,7 +26,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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_materialCache = {},
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- _maxTextureSize = _capabilities.maxTextureSize;
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+ _maxTextureSize = capabilities.maxTextureSize;
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const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
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@@ -76,11 +76,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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if ( lights.length === 0 ) return;
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- const currentRenderTarget = _renderer.getRenderTarget();
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- const activeCubeFace = _renderer.getActiveCubeFace();
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- const activeMipmapLevel = _renderer.getActiveMipmapLevel();
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+ const currentRenderTarget = renderer.getRenderTarget();
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+ const activeCubeFace = renderer.getActiveCubeFace();
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+ const activeMipmapLevel = renderer.getActiveMipmapLevel();
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- const _state = _renderer.state;
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+ const _state = renderer.state;
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// Set GL state for depth map.
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_state.setBlending( NoBlending );
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@@ -154,8 +154,8 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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}
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- _renderer.setRenderTarget( shadow.map );
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- _renderer.clear();
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+ renderer.setRenderTarget( shadow.map );
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+ renderer.clear();
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const viewportCount = shadow.getViewportCount();
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@@ -196,13 +196,13 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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scope.needsUpdate = false;
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- _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
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+ renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
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};
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function VSMPass( shadow, camera ) {
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- const geometry = _objects.update( fullScreenMesh );
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+ const geometry = objects.update( fullScreenMesh );
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if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {
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@@ -225,18 +225,18 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
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shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
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shadowMaterialVertical.uniforms.radius.value = shadow.radius;
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- _renderer.setRenderTarget( shadow.mapPass );
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- _renderer.clear();
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- _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
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+ renderer.setRenderTarget( shadow.mapPass );
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+ renderer.clear();
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+ renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
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// horizontal pass
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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.clear();
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- _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
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+ renderer.setRenderTarget( shadow.map );
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+ renderer.clear();
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+ renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
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}
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@@ -254,7 +254,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;
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- if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
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+ if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
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( material.displacementMap && material.displacementScale !== 0 ) ||
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( material.alphaMap && material.alphaTest > 0 ) ||
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( material.map && material.alphaTest > 0 ) ) {
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@@ -319,7 +319,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
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- const materialProperties = _renderer.properties.get( result );
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+ const materialProperties = renderer.properties.get( result );
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materialProperties.light = light;
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}
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@@ -340,7 +340,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
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- const geometry = _objects.update( object );
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+ const geometry = objects.update( object );
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const material = object.material;
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if ( Array.isArray( material ) ) {
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@@ -356,11 +356,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );
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- object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
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+ object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
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- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
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+ renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
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- object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
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+ object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
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}
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@@ -370,11 +370,11 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) {
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const depthMaterial = getDepthMaterial( object, material, light, type );
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- object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
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+ object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
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- _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
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+ renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
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- object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
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+ object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
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}
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