refactor: Rename camera reference to sourceCamera in SSGI pass
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@@ -242,7 +242,7 @@ void main() {
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`;
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export class ScreenSpaceGlobalIlluminationPass extends Pass {
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private readonly camera: PerspectiveCamera;
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private readonly sourceCamera: PerspectiveCamera;
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private readonly material: ShaderMaterial;
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private readonly parameters: ResolvedDynamicGlobalIlluminationParameters;
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private readonly resolution = new Vector2(1, 1);
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@@ -257,7 +257,7 @@ export class ScreenSpaceGlobalIlluminationPass extends Pass {
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) {
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super("ScreenSpaceGlobalIlluminationPass");
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this.camera = camera;
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this.sourceCamera = camera;
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this.parameters = parameters;
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this.needsDepthTexture = true;
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@@ -312,10 +312,12 @@ export class ScreenSpaceGlobalIlluminationPass extends Pass {
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return;
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}
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this.camera.updateProjectionMatrix();
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this.cameraNearFar.set(this.camera.near, this.camera.far);
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this.cameraProjectionMatrix.copy(this.camera.projectionMatrix);
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this.cameraProjectionMatrixInverse.copy(this.camera.projectionMatrixInverse);
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this.sourceCamera.updateProjectionMatrix();
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this.cameraNearFar.set(this.sourceCamera.near, this.sourceCamera.far);
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this.cameraProjectionMatrix.copy(this.sourceCamera.projectionMatrix);
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this.cameraProjectionMatrixInverse.copy(
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this.sourceCamera.projectionMatrixInverse
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);
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this.material.uniforms.inputBuffer.value = inputBuffer.texture;
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this.material.uniforms.intensity.value = this.parameters.intensity;
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this.material.uniforms.radius.value = this.parameters.radius;
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