A bit more cleanup in preparation for the reformulation

This commit is contained in:
Rezmason
2022-09-11 23:48:43 -07:00
parent 0a5daa696a
commit 0d1d661401
4 changed files with 3 additions and 12 deletions

View File

@@ -35,5 +35,4 @@ void main() {
vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5);
gl_FragColor = vec4(code, 1.0);
// gl_FragColor = vec4(uv, 0.5, 1.0);
}

View File

@@ -17,7 +17,6 @@ uniform bool showDebugView;
uniform bool volumetric;
varying vec2 vUV;
varying vec3 vChannel;
varying vec4 vShine, vSymbol;
varying float vDepth;
@@ -104,7 +103,7 @@ void main() {
1.
);
} else {
gl_FragColor = vec4(vChannel * brightness * alpha, 1.);
gl_FragColor = vec4(brightness * alpha, 0., 0., 1.);
}
}

View File

@@ -10,7 +10,6 @@ uniform vec2 screenSize;
uniform float time, animationSpeed, forwardSpeed;
uniform bool volumetric;
varying vec2 vUV;
varying vec3 vChannel;
varying vec4 vShine, vSymbol;
varying float vDepth;
@@ -36,8 +35,6 @@ void main() {
vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
vChannel = vec3(1.0, 0.0, 0.0);
// Convert the world space position to screen space
if (volumetric) {
pos.x /= glyphHeightToWidth;

View File

@@ -91,8 +91,7 @@ struct VertInput {
struct VertOutput {
@builtin(position) Position : vec4<f32>,
@location(0) uv : vec2<f32>,
@location(1) channel : vec3<f32>,
@location(2) quadDepth : f32,
@location(1) quadDepth : f32,
};
struct FragOutput {
@@ -346,8 +345,6 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
worldPosition /= quadGridSize;
worldPosition = (worldPosition - 0.5) * 2.0;
var channel = vec3<f32>(1.0, 0.0, 0.0);
// Convert the vertex's world space position to screen space
var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
if (volumetric) {
@@ -360,7 +357,6 @@ fn computeSymbol (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
return VertOutput(
screenPosition,
uv,
channel,
quadDepth
);
}
@@ -453,7 +449,7 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
1.
);
} else {
output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
output.color = vec4<f32>(brightness * alpha, 0., 0., 1.0);
}
var highPassColor = output.color;