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make uniforms unique per AdaptiveToneMappingPass. (previously they were shared.)

Ben Houston 10 年之前
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d6daf0483d
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 3 3
      examples/js/postprocessing/AdaptiveToneMappingPass.js

+ 3 - 3
examples/js/postprocessing/AdaptiveToneMappingPass.js

@@ -39,7 +39,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 	this.materialLuminance = new THREE.ShaderMaterial( {
 
-		uniforms: THREE.LuminosityShader.uniforms,
+		uniforms: THREE.UniformsUtils.clone( THREE.LuminosityShader.uniforms ),
 		vertexShader: THREE.LuminosityShader.vertexShader,
 		fragmentShader: THREE.LuminosityShader.fragmentShader,
 		blending: THREE.NoBlending,
@@ -95,7 +95,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 	this.materialAdaptiveLum = new THREE.ShaderMaterial( {
 
-		uniforms: this.adaptLuminanceShader.uniforms,
+		uniforms: THREE.UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
 		vertexShader: this.adaptLuminanceShader.vertexShader,
 		fragmentShader: this.adaptLuminanceShader.fragmentShader,
 		defines: this.adaptLuminanceShader.defines,
@@ -107,7 +107,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 	this.materialToneMap = new THREE.ShaderMaterial( {
 
-		uniforms: THREE.ToneMapShader.uniforms,
+		uniforms: THREE.UniformsUtils.clone( THREE.ToneMapShader.uniforms ),
 		vertexShader: THREE.ToneMapShader.vertexShader,
 		fragmentShader: THREE.ToneMapShader.fragmentShader,
 		blending: THREE.NoBlending