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SAOPass: cleanup
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Since we don't use MRT there is no need for using the WEBGL_draw_buffers extension.
check mrdoob#13370
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cnspaha authored Feb 23, 2018
1 parent 21e0dfa commit 00f4dca
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1 change: 0 additions & 1 deletion examples/js/postprocessing/SAOPass.js
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,6 @@ THREE.SAOPass = function ( scene, camera, depthTexture, useNormals, resolution )

this.saoMaterial = new THREE.ShaderMaterial( THREE.SAOShader );
this.saoMaterial.extensions.derivatives = true;
this.saoMaterial.extensions.drawBuffers = true;
this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0;
this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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