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@@ -91,7 +91,7 @@
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// 1 - Horizontal wave vertices used for FFT
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var oceanHorizontalShader = THREE.ShaderLib[ "ocean_subtransform" ];
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- var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms );
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+ var oceanHorizontalUniforms = Object.assign( {}, oceanHorizontalShader.uniforms );
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this.materialOceanHorizontal = new THREE.ShaderMaterial( {
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uniforms: oceanHorizontalUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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@@ -104,7 +104,7 @@
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// 2 - Vertical wave vertices used for FFT
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var oceanVerticalShader = THREE.ShaderLib[ "ocean_subtransform" ];
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- var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms );
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+ var oceanVerticalUniforms = Object.assign( {}, oceanVerticalShader.uniforms );
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this.materialOceanVertical = new THREE.ShaderMaterial( {
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uniforms: oceanVerticalUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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@@ -117,7 +117,7 @@
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// 3 - Initial spectrum used to generate height map
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var initialSpectrumShader = THREE.ShaderLib[ "ocean_initial_spectrum" ];
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- var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms );
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+ var initialSpectrumUniforms = Object.assign( {}, initialSpectrumShader.uniforms );
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this.materialInitialSpectrum = new THREE.ShaderMaterial( {
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uniforms: initialSpectrumUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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@@ -129,7 +129,7 @@
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// 4 - Phases used to animate heightmap
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var phaseShader = THREE.ShaderLib[ "ocean_phase" ];
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- var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms );
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+ var phaseUniforms = Object.assign( {}, phaseShader.uniforms );
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this.materialPhase = new THREE.ShaderMaterial( {
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uniforms: phaseUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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@@ -140,7 +140,7 @@
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// 5 - Shader used to update spectrum
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var spectrumShader = THREE.ShaderLib[ "ocean_spectrum" ];
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- var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms );
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+ var spectrumUniforms = Object.assign( {}, spectrumShader.uniforms );
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this.materialSpectrum = new THREE.ShaderMaterial( {
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uniforms: spectrumUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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@@ -152,7 +152,7 @@
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// 6 - Shader used to update spectrum normals
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var normalShader = THREE.ShaderLib[ "ocean_normals" ];
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- var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
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+ var normalUniforms = Object.assign( {}, normalShader.uniforms );
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this.materialNormal = new THREE.ShaderMaterial( {
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uniforms: normalUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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@@ -164,7 +164,7 @@
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// 7 - Shader used to update normals
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var oceanShader = THREE.ShaderLib[ "ocean_main" ];
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- var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms );
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+ var oceanUniforms = Object.assign( {}, oceanShader.uniforms );
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this.materialOcean = new THREE.ShaderMaterial( {
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uniforms: oceanUniforms,
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vertexShader: oceanShader.vertexShader,
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