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Mugen87 committed May 25, 2023
1 parent f65f05c commit 673eca6
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Showing 5 changed files with 44 additions and 11 deletions.
17 changes: 14 additions & 3 deletions build/three.cjs
Original file line number Diff line number Diff line change
Expand Up @@ -13784,7 +13784,7 @@ var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D spe

var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";

Expand Down Expand Up @@ -19379,6 +19379,9 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

prefixVertex = [

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines

].filter( filterEmptyLine ).join( '\n' );
Expand All @@ -19392,6 +19395,10 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
prefixFragment = [

customExtensions,

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines

].filter( filterEmptyLine ).join( '\n' );
Expand All @@ -19408,6 +19415,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

generatePrecision( parameters ),

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines,
Expand Down Expand Up @@ -19621,6 +19629,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

generatePrecision( parameters ),

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines,
Expand Down Expand Up @@ -19919,6 +19928,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

//

this.type = parameters.shaderType;
this.name = parameters.shaderName;
this.id = programIdCount ++;
this.cacheKey = cacheKey;
Expand Down Expand Up @@ -20212,7 +20222,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
isWebGL2: IS_WEBGL2,

shaderID: shaderID,
shaderName: material.type,
shaderType: material.type,
shaderName: material.name,

vertexShader: vertexShader,
fragmentShader: fragmentShader,
Expand Down Expand Up @@ -29119,7 +29130,7 @@ class WebGLRenderer {

const isWebGL2 = capabilities.isWebGL2;

_transmissionRenderTarget = new WebGLRenderTarget( 1024, 1024, {
_transmissionRenderTarget = new WebGLRenderTarget( 1024 * _pixelRatio, 1024 * _pixelRatio, {
generateMipmaps: true,
type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
minFilter: LinearMipmapLinearFilter,
Expand Down
17 changes: 14 additions & 3 deletions build/three.js
Original file line number Diff line number Diff line change
Expand Up @@ -13789,7 +13789,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated

var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";

Expand Down Expand Up @@ -19384,6 +19384,9 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated

prefixVertex = [

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines

].filter( filterEmptyLine ).join( '\n' );
Expand All @@ -19397,6 +19400,10 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
prefixFragment = [

customExtensions,

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines

].filter( filterEmptyLine ).join( '\n' );
Expand All @@ -19413,6 +19420,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated

generatePrecision( parameters ),

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines,
Expand Down Expand Up @@ -19626,6 +19634,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated

generatePrecision( parameters ),

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines,
Expand Down Expand Up @@ -19924,6 +19933,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated

//

this.type = parameters.shaderType;
this.name = parameters.shaderName;
this.id = programIdCount ++;
this.cacheKey = cacheKey;
Expand Down Expand Up @@ -20217,7 +20227,8 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated
isWebGL2: IS_WEBGL2,

shaderID: shaderID,
shaderName: material.type,
shaderType: material.type,
shaderName: material.name,

vertexShader: vertexShader,
fragmentShader: fragmentShader,
Expand Down Expand Up @@ -29124,7 +29135,7 @@ console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated

const isWebGL2 = capabilities.isWebGL2;

_transmissionRenderTarget = new WebGLRenderTarget( 1024, 1024, {
_transmissionRenderTarget = new WebGLRenderTarget( 1024 * _pixelRatio, 1024 * _pixelRatio, {
generateMipmaps: true,
type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
minFilter: LinearMipmapLinearFilter,
Expand Down
2 changes: 1 addition & 1 deletion build/three.min.js

Large diffs are not rendered by default.

17 changes: 14 additions & 3 deletions build/three.module.js
Original file line number Diff line number Diff line change
Expand Up @@ -13782,7 +13782,7 @@ var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D spe

var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";

Expand Down Expand Up @@ -19377,6 +19377,9 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

prefixVertex = [

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines

].filter( filterEmptyLine ).join( '\n' );
Expand All @@ -19390,6 +19393,10 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
prefixFragment = [

customExtensions,

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines

].filter( filterEmptyLine ).join( '\n' );
Expand All @@ -19406,6 +19413,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

generatePrecision( parameters ),

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines,
Expand Down Expand Up @@ -19619,6 +19627,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

generatePrecision( parameters ),

'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,

customDefines,
Expand Down Expand Up @@ -19917,6 +19926,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

//

this.type = parameters.shaderType;
this.name = parameters.shaderName;
this.id = programIdCount ++;
this.cacheKey = cacheKey;
Expand Down Expand Up @@ -20210,7 +20220,8 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
isWebGL2: IS_WEBGL2,

shaderID: shaderID,
shaderName: material.type,
shaderType: material.type,
shaderName: material.name,

vertexShader: vertexShader,
fragmentShader: fragmentShader,
Expand Down Expand Up @@ -29117,7 +29128,7 @@ class WebGLRenderer {

const isWebGL2 = capabilities.isWebGL2;

_transmissionRenderTarget = new WebGLRenderTarget( 1024, 1024, {
_transmissionRenderTarget = new WebGLRenderTarget( 1024 * _pixelRatio, 1024 * _pixelRatio, {
generateMipmaps: true,
type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
minFilter: LinearMipmapLinearFilter,
Expand Down
2 changes: 1 addition & 1 deletion build/three.module.min.js

Large diffs are not rendered by default.

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