Renaming some variables

This commit is contained in:
Rezmason
2021-10-20 01:13:55 -07:00
parent 7ec03bbeb1
commit 5902ecc625
3 changed files with 9 additions and 9 deletions

View File

@@ -6,7 +6,7 @@ const defaultBGURL =
export default (regl, config, inputs) => { export default (regl, config, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat); const output = makePassFBO(regl, config.useHalfFloat);
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL; const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const bgLoader = loadImage(regl, bgURL); const background = loadImage(regl, bgURL);
return makePass( return makePass(
{ {
primary: output primary: output
@@ -16,23 +16,23 @@ export default (regl, config, inputs) => {
precision mediump float; precision mediump float;
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D bloomTex; uniform sampler2D bloomTex;
uniform sampler2D bgTex; uniform sampler2D backgroundTex;
varying vec2 vUV; varying vec2 vUV;
void main() { void main() {
vec3 bgColor = texture2D(bgTex, vUV).rgb; vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5); float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
gl_FragColor = vec4(bgColor * brightness, 1.0); gl_FragColor = vec4(bgColor * brightness, 1.0);
} }
`, `,
uniforms: { uniforms: {
bgTex: bgLoader.texture, backgroundTex: background.texture,
tex: inputs.primary, tex: inputs.primary,
bloomTex: inputs.bloom bloomTex: inputs.bloom
}, },
framebuffer: output framebuffer: output
}), }),
null, null,
bgLoader.ready background.loaded
); );
}; };

View File

@@ -94,7 +94,7 @@ export default (regl, config) => {
1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1); 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
uniforms.showComputationTexture = config.effect === "none"; uniforms.showComputationTexture = config.effect === "none";
const msdfLoader = loadImage(regl, config.glyphTexURL); const msdf = loadImage(regl, config.glyphTexURL);
// This shader is the star of the show. // This shader is the star of the show.
// In normal operation, each pixel represents a glyph's: // In normal operation, each pixel represents a glyph's:
@@ -455,7 +455,7 @@ export default (regl, config) => {
...uniforms, ...uniforms,
lastState: doubleBuffer.front, lastState: doubleBuffer.front,
glyphTex: msdfLoader.texture, glyphTex: msdf.texture,
camera: regl.prop("camera"), camera: regl.prop("camera"),
transform: regl.prop("transform"), transform: regl.prop("transform"),
@@ -501,6 +501,6 @@ export default (regl, config) => {
glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000); glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1]; [screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
}, },
msdfLoader.ready msdf.loaded
); );
}; };

View File

@@ -78,7 +78,7 @@ const loadImage = (regl, url) => {
} }
return texture; return texture;
}, },
ready: (async () => { loaded: (async () => {
if (url != null) { if (url != null) {
const data = new Image(); const data = new Image();
data.crossOrigin = "anonymous"; data.crossOrigin = "anonymous";