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@@ -4,7 +4,6 @@ import {
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CubeUVReflectionMapping,
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LinearEncoding,
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LinearFilter,
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- NearestFilter,
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NoToneMapping,
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NoBlending,
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RGBAFormat,
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@@ -17,7 +16,6 @@ import { Mesh } from '../objects/Mesh.js';
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import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
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import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
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import { RawShaderMaterial } from '../materials/RawShaderMaterial.js';
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-import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
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import { Color } from '../math/Color.js';
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import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
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@@ -448,9 +446,6 @@ class PMREMGenerator {
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const pingPongRenderTarget = this._pingPongRenderTarget;
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- cubeUVRenderTarget.texture.minFilter = NearestFilter;
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- pingPongRenderTarget.texture.minFilter = NearestFilter;
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-
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this._halfBlur(
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cubeUVRenderTarget,
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pingPongRenderTarget,
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@@ -469,9 +464,6 @@ class PMREMGenerator {
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'longitudinal',
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poleAxis );
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- cubeUVRenderTarget.texture.minFilter = LinearFilter;
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- pingPongRenderTarget.texture.minFilter = LinearFilter;
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-
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}
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_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
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@@ -666,10 +658,6 @@ function _getBlurShader( lodMax, width, height ) {
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name: 'SphericalGaussianBlur',
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- extensions: {
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- shaderTextureLOD: true
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- },
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-
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defines: {
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'n': MAX_SAMPLES,
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'CUBEUV_TEXEL_WIDTH': 1.0 / width,
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@@ -691,6 +679,8 @@ function _getBlurShader( lodMax, width, height ) {
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fragmentShader: /* glsl */`
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+ #extension GL_EXT_shader_texture_lod : enable
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+
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precision mediump float;
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precision mediump int;
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@@ -790,7 +780,7 @@ function _getEquirectShader() {
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vec2 uv = equirectUv( outputDirection );
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gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
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-
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+
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}
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`,
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