Driving more uniforms.read calls from the actual shaders.

This commit is contained in:
Rezmason
2021-11-08 03:01:46 -08:00
parent 61a3a6d783
commit 415ffa77ee
8 changed files with 31 additions and 27 deletions

View File

@@ -13,10 +13,6 @@ const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, adapter, device, canvasContext, timeBuffer } = context;
const ditherMagnitude = 0.05;
const configUniforms = uniforms.read(`struct Config { ditherMagnitude : f32; backgroundColor: vec3<f32>; };`).Config;
const configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude, backgroundColor: config.backgroundColor });
const linearSampler = device.createSampler({
magFilter: "linear",
@@ -36,6 +32,7 @@ export default (context, getInputs) => {
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let renderPipeline;
let configBuffer;
let output;
const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
@@ -58,6 +55,9 @@ export default (context, getInputs) => {
],
},
});
const configUniforms = uniforms.read(resurrectionShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: 0.05, backgroundColor: config.backgroundColor });
})();
const setSize = (width, height) => {