Commenting out the tables and adding select to some shaders in place of the original ternary operator.

This commit is contained in:
Rezmason
2021-11-08 03:45:06 -08:00
parent a4e08c0ceb
commit 1528ca39a5
4 changed files with 6 additions and 12 deletions

View File

@@ -9,8 +9,9 @@ WebGPU
gpu-uniforms
Is this an adequate name for it? Can't it be useful for non-uniform-related things?
gpu-buffer maybe?
Resolve the remaining to-dos
Try and drive use it for the palette color buffer
Try and use it for the palette color buffer
Test it
Demo it to others
Make improvements

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@@ -27,7 +27,7 @@ export default async (canvas, config) => {
const canvasContext = canvas.getContext("webgpu");
const presentationFormat = canvasContext.getPreferredFormat(adapter);
console.table(device.limits);
// console.table(device.limits);
const canvasConfig = {
device,

View File

@@ -26,7 +26,7 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
slantScale: 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1),
slantVec: [Math.cos(config.slant), Math.sin(config.slant)],
};
console.table(configData);
// console.table(configData);
return makeUniformBuffer(device, configUniforms, configData);
};

View File

@@ -225,11 +225,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
var previousCycle = previousResult.g;
var resetGlyph = isFirstFrame; // || previousBrightness <= 0.0; // TODO: loop
if (resetGlyph) {
if (bool(config.showComputationTexture)) {
previousCycle = 0.0;
} else {
previousCycle = randomFloat(screenPos);
}
previousCycle = select(randomFloat(screenPos), 0.0, bool(config.showComputationTexture));
}
var localCycleSpeed = getCycleSpeed(rainTime, brightness);
var cycle = previousCycle;
@@ -291,10 +287,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
var volumetric = bool(config.volumetric);
var quadGridSize = vec2<f32>(1.0);
if (volumetric) {
quadGridSize = config.gridSize;
}
var quadGridSize = select(vec2<f32>(1.0), config.gridSize, volumetric);
// Convert the vertex index into its quad's position and its corner in its quad
var i = i32(input.index);