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fix: remove use of WebGL1 LuminanceFormat (#419)
1 parent b51a7c9 commit e079bc8

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2 files changed

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-6
lines changed

2 files changed

+0
-6
lines changed

src/postprocessing/GlitchPass.ts

-3
Original file line numberDiff line numberDiff line change
@@ -4,7 +4,6 @@ import {
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FloatType,
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MathUtils,
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RedFormat,
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LuminanceFormat,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget,
@@ -45,8 +44,6 @@ class GlitchPass extends Pass {
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readBuffer: WebGLRenderTarget,
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/*, deltaTime, maskActive */
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): void {
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if (renderer.capabilities.isWebGL2 === false) this.uniforms['tDisp'].value.format = LuminanceFormat
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this.uniforms['tDiffuse'].value = readBuffer.texture
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this.uniforms['seed'].value = Math.random() //default seeding
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this.uniforms['byp'].value = 0

src/postprocessing/SSAOPass.js

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Original file line numberDiff line numberDiff line change
@@ -12,7 +12,6 @@ import {
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NearestFilter,
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NoBlending,
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RedFormat,
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LuminanceFormat,
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DepthStencilFormat,
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UnsignedInt248Type,
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RepeatWrapping,
@@ -185,8 +184,6 @@ const SSAOPass = /* @__PURE__ */ (() => {
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}
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render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {
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if (renderer.capabilities.isWebGL2 === false) this.noiseTexture.format = LuminanceFormat
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// render beauty
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renderer.setRenderTarget(this.beautyRenderTarget)

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