diff --git a/js/regl/bloomPass.js b/js/regl/bloomPass.js index 8270abe..11e2710 100644 --- a/js/regl/bloomPass.js +++ b/js/regl/bloomPass.js @@ -4,10 +4,6 @@ import { loadText, makePassFBO, makePass } from "./utils.js"; // The blur approximation is the sum of a pyramid of downscaled, blurred textures. const pyramidHeight = 5; -const levelStrengths = Array(pyramidHeight) - .fill() - .map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5)) - .reverse(); // A pyramid is just an array of FBOs, where each FBO is half the width // and half the height of the FBO below it. diff --git a/shaders/wgsl/bloomCombine.wgsl b/shaders/wgsl/bloomCombine.wgsl index 088ea4f..aacb2f1 100644 --- a/shaders/wgsl/bloomCombine.wgsl +++ b/shaders/wgsl/bloomCombine.wgsl @@ -6,10 +6,6 @@ struct Config { @group(0) @binding(0) var config : Config; @group(0) @binding(1) var linearSampler : sampler; -// Currently mipmap textures aren't working as expected in Firefox Nightly -// @group(0) @binding(2) var tex : texture_2d; -// @group(0) @binding(3) var outputTex : texture_storage_2d; - @group(0) @binding(2) var tex1 : texture_2d; @group(0) @binding(3) var tex2 : texture_2d; @group(0) @binding(4) var tex3 : texture_2d;