mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Renaming some variables
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@@ -6,7 +6,7 @@ const defaultBGURL =
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export default (regl, config, inputs) => {
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export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const bgLoader = loadImage(regl, bgURL);
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const background = loadImage(regl, bgURL);
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return makePass(
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return makePass(
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{
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{
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primary: output
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primary: output
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@@ -16,23 +16,23 @@ export default (regl, config, inputs) => {
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precision mediump float;
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precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D bloomTex;
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uniform sampler2D bgTex;
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uniform sampler2D backgroundTex;
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varying vec2 vUV;
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varying vec2 vUV;
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void main() {
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void main() {
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vec3 bgColor = texture2D(bgTex, vUV).rgb;
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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}
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`,
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`,
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uniforms: {
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uniforms: {
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bgTex: bgLoader.texture,
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backgroundTex: background.texture,
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tex: inputs.primary,
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tex: inputs.primary,
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bloomTex: inputs.bloom
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bloomTex: inputs.bloom
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},
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},
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framebuffer: output
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framebuffer: output
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}),
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}),
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null,
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null,
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bgLoader.ready
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background.loaded
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);
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);
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};
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};
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@@ -94,7 +94,7 @@ export default (regl, config) => {
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1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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uniforms.showComputationTexture = config.effect === "none";
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uniforms.showComputationTexture = config.effect === "none";
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const msdfLoader = loadImage(regl, config.glyphTexURL);
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const msdf = loadImage(regl, config.glyphTexURL);
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// This shader is the star of the show.
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// This shader is the star of the show.
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// In normal operation, each pixel represents a glyph's:
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// In normal operation, each pixel represents a glyph's:
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@@ -455,7 +455,7 @@ export default (regl, config) => {
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...uniforms,
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...uniforms,
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lastState: doubleBuffer.front,
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lastState: doubleBuffer.front,
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glyphTex: msdfLoader.texture,
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glyphTex: msdf.texture,
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camera: regl.prop("camera"),
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camera: regl.prop("camera"),
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transform: regl.prop("transform"),
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transform: regl.prop("transform"),
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@@ -501,6 +501,6 @@ export default (regl, config) => {
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glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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},
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},
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msdfLoader.ready
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msdf.loaded
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);
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);
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};
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};
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@@ -78,7 +78,7 @@ const loadImage = (regl, url) => {
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}
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}
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return texture;
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return texture;
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},
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},
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ready: (async () => {
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loaded: (async () => {
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if (url != null) {
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if (url != null) {
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const data = new Image();
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const data = new Image();
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data.crossOrigin = "anonymous";
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data.crossOrigin = "anonymous";
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