<commit_before>/**
 * @author mattatz / http://github.com/mattatz
 *
 * Ray tracing based real-time procedural volumetric fire object for three.js
 */

THREE.Fire = function ( fireTex, color ) {

	var fireMaterial = new THREE.ShaderMaterial( {
        defines         : THREE.FireShader.defines,
        uniforms        : THREE.UniformsUtils.clone( THREE.FireShader.uniforms ),
        vertexShader    : THREE.FireShader.vertexShader,
        fragmentShader  : THREE.FireShader.fragmentShader,
		transparent     : true,
		depthWrite      : false,
        depthTest       : false
	} );

    // initialize uniforms 

    fireTex.magFilter = fireTex.minFilter = THREE.LinearFilter;
    fireTex.wrapS = THREE.wrapT = THREE.ClampToEdgeWrapping;
    
    fireMaterial.uniforms.fireTex.value = fireTex;
    fireMaterial.uniforms.color.value = color || new THREE.Color( 0xeeeeee );<commit_msg>`THREE.wrapT` should be `fireTex.wrapT`<commit_after>/**
 * @author mattatz / http://github.com/mattatz
 *
 * Ray tracing based real-time procedural volumetric fire object for three.js
 */

THREE.Fire = function ( fireTex, color ) {

	var fireMaterial = new THREE.ShaderMaterial( {
        defines         : THREE.FireShader.defines,
        uniforms        : THREE.UniformsUtils.clone( THREE.FireShader.uniforms ),
        vertexShader    : THREE.FireShader.vertexShader,
        fragmentShader  : THREE.FireShader.fragmentShader,
		transparent     : true,
		depthWrite      : false,
        depthTest       : false
	} );

    // initialize uniforms 

    fireTex.magFilter = fireTex.minFilter = THREE.LinearFilter;
    fireTex.wrapS = fireTex.wrapT = THREE.ClampToEdgeWrapping;
    
    fireMaterial.uniforms.fireTex.value = fireTex;
    fireMaterial.uniforms.color.value = color || new THREE.Color( 0xeeeeee );
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{'dir': 'git-commits-cleaned', 'id': '3148019', 'n_tokens_mistral': 562, 'n_tokens_neox': 523, 'n_words': 107}