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Fixing some y-flip related stuff in the rain pass fragment shader. Consolidating and changing the type of a bunch of info in the config uniform. Improving the code comments.
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@@ -37,13 +37,11 @@ export default async (canvas, config) => {
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, config.numColumns * density];
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const gridSize = [config.numColumns * density, config.numColumns];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
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const numQuads = numQuadRows * numQuadColumns;
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const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
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const numQuads = volumetric ? gridSize[0] * gridSize[1] : 1;
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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@@ -57,8 +55,7 @@ export default async (canvas, config) => {
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{ name: "animationSpeed", type: "f32", value: config.animationSpeed },
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{ name: "glyphHeightToWidth", type: "f32", value: config.glyphHeightToWidth },
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{ name: "resurrectingCodeRatio", type: "f32", value: config.resurrectingCodeRatio },
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{ name: "numColumns", type: "i32", value: numColumns },
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{ name: "numRows", type: "i32", value: numRows },
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{ name: "gridSize", type: "vec2<f32>", value: gridSize },
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{ name: "showComputationTexture", type: "i32", value: showComputationTexture },
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// compute
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@@ -84,9 +81,6 @@ export default async (canvas, config) => {
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{ name: "glyphEdgeCrop", type: "f32", value: config.glyphEdgeCrop },
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{ name: "isPolar", type: "i32", value: config.isPolar },
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{ name: "density", type: "f32", value: density },
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{ name: "numQuadColumns", type: "i32", value: numQuadColumns },
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{ name: "numQuadRows", type: "i32", value: numQuadRows },
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{ name: "quadSize", type: "vec2<f32>", value: quadSize },
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{ name: "slantScale", type: "f32", value: slantScale },
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{ name: "slantVec", type: "vec2<f32>", value: slantVec },
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{ name: "volumetric", type: "i32", value: volumetric },
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