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remove unused variable
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+4
-8
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1 file changed

+4
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examples/jsm/tsl/display/MeshBlendNode.js

Lines changed: 4 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -48,11 +48,9 @@ class MeshBlendNode extends TempNode {
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const FinalOutputNode = Fn( ()=>{
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// sampling helpers (capture outside Fn so they can be used with varying UV offsets)
51-
const sampleSceneDepth = ( v ) => texture( this.sceneDepthNode, v );
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const sampleRT = ( v ) => texture( this.renderTarget.textures[ 0 ], v );
53-
const sampleSceneOutput = ( v ) => texture( this.sceneOutputNode, v );
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55-
const outputPassFunc1 = Fn( ( [ sceneDepthNode, rtNode, sceneOutNode, uvNode, kernelSizeNode, kernelRadiusNode, depthFalloffNode ] ) => {
53+
const outputPassFunc1 = Fn( ( [ sceneDepthNode, uvNode, kernelSizeNode, kernelRadiusNode ] ) => {
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const sceneDepthVar = sceneDepthNode.toVar();
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@@ -93,7 +91,7 @@ class MeshBlendNode extends TempNode {
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} );
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96-
const finalPass = Fn( ( [ sceneColor, mirroredColor, seamLocation, kernelRadiusNode, sceneDepth, otherDepth, depthFalloffNode, minDist ] ) => {
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const finalPass = Fn( ( [ sceneColor, mirroredColor, kernelRadiusNode, sceneDepth, otherDepth, depthFalloffNode, minDist ] ) => {
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const depthDiff = abs( otherDepth.r.sub( sceneDepth.r ) );
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@@ -108,16 +106,14 @@ class MeshBlendNode extends TempNode {
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const pass1 = outputPassFunc1(
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texture( this.sceneDepthNode, uv ),
111-
texture( this.renderTarget.textures[ 0 ], uv ),
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texture( this.sceneOutputNode, uv ),
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uv, this.kernelSize, this.kernelRadius, this.depthFalloff );
109+
uv, this.kernelSize, this.kernelRadius );
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const mirroredColor = texture( this.sceneOutputNode, uv.add( pass1.xy.mul( 2. ) ) );
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const otherDepth = texture( this.sceneDepthNode, uv.add( pass1.xy.mul( 2. ) ) );
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const sceneColor = texture( this.sceneOutputNode, uv );
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const sceneDepth = texture( this.sceneDepthNode, uv );
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return finalPass( sceneColor, mirroredColor, pass1.xy, this.kernelRadius, sceneDepth, otherDepth, this.depthFalloff, pass1.z );
116+
return finalPass( sceneColor, mirroredColor, this.kernelRadius, sceneDepth, otherDepth, this.depthFalloff, pass1.z );
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} )();
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return FinalOutputNode;

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