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@@ -30,19 +30,19 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
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for ( var i = 0; i < this.nMips; i ++ ) {
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- var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ var renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars );
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- renderTarget.texture.name = "UnrealBloomPass.h" + i;
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- renderTarget.texture.generateMipmaps = false;
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+ renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
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+ renderTargetHorizonal.texture.generateMipmaps = false;
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- this.renderTargetsHorizontal.push( renderTarget );
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+ this.renderTargetsHorizontal.push( renderTargetHorizonal );
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- renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ var renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars );
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- renderTarget.texture.name = "UnrealBloomPass.v" + i;
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- renderTarget.texture.generateMipmaps = false;
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+ renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
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+ renderTargetVertical.texture.generateMipmaps = false;
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- this.renderTargetsVertical.push( renderTarget );
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+ this.renderTargetsVertical.push( renderTargetVertical );
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resx = Math.round( resx / 2 );
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@@ -71,8 +71,8 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
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// Gaussian Blur Materials
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this.separableBlurMaterials = [];
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var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
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- resx = Math.round( this.resolution.x / 2 );
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- resy = Math.round( this.resolution.y / 2 );
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+ var resx = Math.round( this.resolution.x / 2 );
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+ var resy = Math.round( this.resolution.y / 2 );
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for ( var i = 0; i < this.nMips; i ++ ) {
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