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@@ -200,7 +200,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
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renderer.setRenderTarget( null );
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renderer.clear();
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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}
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@@ -212,7 +212,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
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renderer.setRenderTarget( this.renderTargetBright );
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renderer.clear();
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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// 2. Blur All the mips progressively
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@@ -226,13 +226,13 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
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this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
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renderer.clear();
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
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this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
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renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
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renderer.clear();
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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inputRenderTarget = this.renderTargetsVertical[ i ];
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@@ -247,7 +247,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
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renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
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renderer.clear();
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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// Blend it additively over the input texture
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@@ -260,12 +260,12 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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} else {
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renderer.setRenderTarget( readBuffer );
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- renderer.render( this.fillQuad.scene, this.fillQuad.camera );
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+ renderer.render( this.fillQuad.quad, this.fillQuad.camera );
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}
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