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@@ -96,10 +96,13 @@ Use WEBGL Depth buffer support?
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, height );
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- //renderer.sortObjects = false;
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+ renderer.setClearColor( 0xffffff );
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+ renderer.setClearAlpha( 1.0 );
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container.appendChild( renderer.domElement );
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material_depth = new THREE.MeshDepthMaterial();
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+ material_depth.depthPacking = THREE.RGBADepthPacking;
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+ material_depth.blending = THREE.NoBlending;
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//
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@@ -413,7 +416,8 @@ Use WEBGL Depth buffer support?
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fragmentShader: bokeh_shader.fragmentShader,
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defines: {
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RINGS: shaderSettings.rings,
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- SAMPLES: shaderSettings.samples
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+ SAMPLES: shaderSettings.samples,
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+ DEPTH_PACKING: 1 // RGBADepth
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}
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} );
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@@ -514,16 +518,16 @@ Use WEBGL Depth buffer support?
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// Render scene into texture
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- scene.overrideMaterial = null;
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renderer.render( scene, camera, postprocessing.rtTextureColor, true );
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// Render depth into texture
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scene.overrideMaterial = material_depth;
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renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
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+ scene.overrideMaterial = null;
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// Render bokeh composite
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-
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+
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renderer.render( postprocessing.scene, postprocessing.camera );
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