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Merge pull request #13422 from WestLangley/dev-defines

Shader Passes: clone defines
Mr.doob 7 years ago
parent
commit
b20f521236

+ 1 - 1
examples/js/postprocessing/AdaptiveToneMappingPass.js

@@ -102,7 +102,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 		uniforms: THREE.UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
 		vertexShader: this.adaptLuminanceShader.vertexShader,
 		fragmentShader: this.adaptLuminanceShader.fragmentShader,
-		defines: this.adaptLuminanceShader.defines,
+		defines: Object.assign( {}, this.adaptLuminanceShader.defines ),
 		blending: THREE.NoBlending
 	} );
 

+ 1 - 1
examples/js/postprocessing/BokehPass.js

@@ -57,7 +57,7 @@ THREE.BokehPass = function ( scene, camera, params ) {
 	bokehUniforms[ "farClip" ].value = camera.far;
 
 	this.materialBokeh = new THREE.ShaderMaterial( {
-		defines: bokehShader.defines,
+		defines: Object.assign( {}, bokehShader.defines ),
 		uniforms: bokehUniforms,
 		vertexShader: bokehShader.vertexShader,
 		fragmentShader: bokehShader.fragmentShader

+ 2 - 2
examples/js/postprocessing/SAOPass.js

@@ -99,7 +99,7 @@ THREE.SAOPass = function ( scene, camera, depthTexture, useNormals, resolution )
 
 	this.vBlurMaterial = new THREE.ShaderMaterial( {
 		uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ),
-		defines: THREE.DepthLimitedBlurShader.defines,
+		defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ),
 		vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
 		fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader
 	} );
@@ -112,7 +112,7 @@ THREE.SAOPass = function ( scene, camera, depthTexture, useNormals, resolution )
 
 	this.hBlurMaterial = new THREE.ShaderMaterial( {
 		uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ),
-		defines: THREE.DepthLimitedBlurShader.defines,
+		defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ),
 		vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
 		fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader
 	} );

+ 2 - 2
examples/js/postprocessing/SMAAPass.js

@@ -63,7 +63,7 @@ THREE.SMAAPass = function ( width, height ) {
 	this.uniformsEdges[ "resolution" ].value.set( 1 / width, 1 / height );
 
 	this.materialEdges = new THREE.ShaderMaterial( {
-		defines: THREE.SMAAShader[0].defines,
+		defines: Object.assign( {}, THREE.SMAAShader[ 0 ].defines ),
 		uniforms: this.uniformsEdges,
 		vertexShader: THREE.SMAAShader[0].vertexShader,
 		fragmentShader: THREE.SMAAShader[0].fragmentShader
@@ -79,7 +79,7 @@ THREE.SMAAPass = function ( width, height ) {
 	this.uniformsWeights[ "tSearch" ].value = this.searchTexture;
 
 	this.materialWeights = new THREE.ShaderMaterial( {
-		defines: THREE.SMAAShader[1].defines,
+		defines: Object.assign( {}, THREE.SMAAShader[ 1 ].defines ),
 		uniforms: this.uniformsWeights,
 		vertexShader: THREE.SMAAShader[1].vertexShader,
 		fragmentShader: THREE.SMAAShader[1].fragmentShader

+ 1 - 1
examples/js/postprocessing/ShaderPass.js

@@ -20,7 +20,7 @@ THREE.ShaderPass = function ( shader, textureID ) {
 
 		this.material = new THREE.ShaderMaterial( {
 
-			defines: shader.defines || {},
+			defines: Object.assign( {}, shader.defines ),
 			uniforms: this.uniforms,
 			vertexShader: shader.vertexShader,
 			fragmentShader: shader.fragmentShader