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@@ -668,7 +668,7 @@ function _getBlurShader( maxSamples ) {
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axis = normalize( axis );
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- gl_FragColor = vec4( 0.0 );
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+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
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gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
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for ( int i = 1; i < n; i++ ) {
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@@ -732,7 +732,7 @@ function _getEquirectShader() {
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void main() {
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- gl_FragColor = vec4( 0.0 );
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+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
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vec3 outputDirection = normalize( vOutputDirection );
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vec2 uv = equirectUv( outputDirection );
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@@ -793,7 +793,7 @@ function _getCubemapShader() {
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void main() {
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- gl_FragColor = vec4( 0.0 );
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+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
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gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
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gl_FragColor = linearToOutputTexel( gl_FragColor );
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