Browse Source

remove UniformsUtils.*

aardgoose 8 years ago
parent
commit
fcfc420fd4

+ 1 - 1
examples/js/SkyShader.js

@@ -210,7 +210,7 @@ THREE.ShaderLib[ 'sky' ] = {
 THREE.Sky = function () {
 
 	var skyShader = THREE.ShaderLib[ "sky" ];
-	var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
+	var skyUniforms = Object.assign( {}, skyShader.uniforms );
 
 	var skyMat = new THREE.ShaderMaterial( {
 		fragmentShader: skyShader.fragmentShader,

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

@@ -27,7 +27,7 @@ THREE.ManualMSAARenderPass = function ( scene, camera, clearColor, clearAlpha )
 	if ( THREE.CopyShader === undefined ) console.error( "THREE.ManualMSAARenderPass relies on THREE.CopyShader" );
 
 	var copyShader = THREE.CopyShader;
-	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
+	this.copyUniforms = Object.assign( {}, copyShader.uniforms );
 
 	this.copyMaterial = new THREE.ShaderMaterial(	{
 		uniforms: this.copyUniforms,

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

@@ -54,7 +54,7 @@ THREE.SMAAPass = function ( width, height ) {
 		console.error( "THREE.SMAAPass relies on THREE.SMAAShader" );
 	}
 
-	this.uniformsEdges = THREE.UniformsUtils.clone( THREE.SMAAShader[0].uniforms );
+	this.uniformsEdges = Object.assign( {}, THREE.SMAAShader[0].uniforms );
 
 	this.uniformsEdges[ "resolution" ].value.set( 1 / width, 1 / height );
 
@@ -67,7 +67,7 @@ THREE.SMAAPass = function ( width, height ) {
 
 	// materials - pass 2
 
-	this.uniformsWeights = THREE.UniformsUtils.clone( THREE.SMAAShader[1].uniforms );
+	this.uniformsWeights = Object.assign( {}, THREE.SMAAShader[1].uniforms );
 
 	this.uniformsWeights[ "resolution" ].value.set( 1 / width, 1 / height );
 	this.uniformsWeights[ "tDiffuse" ].value = this.edgesRT.texture;
@@ -83,7 +83,7 @@ THREE.SMAAPass = function ( width, height ) {
 
 	// materials - pass 3
 
-	this.uniformsBlend = THREE.UniformsUtils.clone( THREE.SMAAShader[2].uniforms );
+	this.uniformsBlend = Object.assign( {}, THREE.SMAAShader[2].uniforms );
 
 	this.uniformsBlend[ "resolution" ].value.set( 1 / width, 1 / height );
 	this.uniformsBlend[ "tDiffuse" ].value = this.weightsRT.texture;

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

@@ -49,7 +49,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
 		console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
 
 	var highPassShader = THREE.LuminosityHighPassShader;
-	this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
+	this.highPassUniforms = Object.assign( {}, highPassShader.uniforms );
 
 	this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
 	this.highPassUniforms[ "smoothWidth" ].value = 0.01;
@@ -101,7 +101,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
 
 	var copyShader = THREE.CopyShader;
 
-	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
+	this.copyUniforms = Object.assign( {}, copyShader.uniforms );
 	this.copyUniforms[ "opacity" ].value = 1.0;
 
 	this.materialCopy = new THREE.ShaderMaterial( {

+ 6 - 4
examples/webgl_gpgpu_water.html

@@ -339,12 +339,14 @@
 
 				// material: make a ShaderMaterial clone of MeshPhongMaterial, with customized vertex shader
 				var material = new THREE.ShaderMaterial( {
-					uniforms: THREE.UniformsUtils.merge( [
-						THREE.ShaderLib[ 'phong' ].uniforms,
+					uniforms: Object.assign(
+
 						{
 							heightmap: { value: null }
-						}
-					] ),
+						},
+
+						THREE.ShaderLib[ 'phong' ].uniforms
+					),
 					vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
 					fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
 

+ 3 - 3
examples/webgl_postprocessing_godrays.html

@@ -203,7 +203,7 @@
 				// god-ray shaders
 
 				var godraysGenShader = THREE.ShaderGodRays[ "godrays_generate" ];
-				postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
+				postprocessing.godrayGenUniforms = Object.assign( {}, godraysGenShader.uniforms );
 				postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
 
 					uniforms: postprocessing.godrayGenUniforms,
@@ -213,7 +213,7 @@
 				} );
 
 				var godraysCombineShader = THREE.ShaderGodRays[ "godrays_combine" ];
-				postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
+				postprocessing.godrayCombineUniforms = Object.assign( {}, godraysCombineShader.uniforms );
 				postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
 
 					uniforms: postprocessing.godrayCombineUniforms,
@@ -223,7 +223,7 @@
 				} );
 
 				var godraysFakeSunShader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
-				postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
+				postprocessing.godraysFakeSunUniforms = Object.assign( {}, godraysFakeSunShader.uniforms );
 				postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
 
 					uniforms: postprocessing.godraysFakeSunUniforms,