diff --git a/js/bloomPass.js b/js/bloomPass.js index ad9c60b..3730a4a 100644 --- a/js/bloomPass.js +++ b/js/bloomPass.js @@ -28,7 +28,7 @@ export default (regl, config, inputs) => { const output = makePassFBO(regl, config.useHalfFloat); // The high pass restricts the blur to bright things in our input texture. - const highPassFrag = loadText("shaders/highPass.frag"); + const highPassFrag = loadText("shaders/highPass.frag.glsl"); const highPass = regl({ frag: regl.prop("frag"), uniforms: { @@ -43,7 +43,7 @@ export default (regl, config, inputs) => { // by blurring them all, this basic blur approximates a more complex gaussian: // https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom - const blurFrag = loadText("shaders/blur.frag"); + const blurFrag = loadText("shaders/blur.frag.glsl"); const blur = regl({ frag: regl.prop("frag"), uniforms: { diff --git a/js/imagePass.js b/js/imagePass.js index 78183e1..dd94b6f 100644 --- a/js/imagePass.js +++ b/js/imagePass.js @@ -8,7 +8,7 @@ export default (regl, config, inputs) => { const output = makePassFBO(regl, config.useHalfFloat); const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL; const background = loadImage(regl, bgURL); - const imagePassFrag = loadText("shaders/imagePass.frag"); + const imagePassFrag = loadText("shaders/imagePass.frag.glsl"); const render = regl({ frag: regl.prop("frag"), uniforms: { diff --git a/js/palettePass.js b/js/palettePass.js index d94fdde..c14f8d1 100644 --- a/js/palettePass.js +++ b/js/palettePass.js @@ -67,7 +67,7 @@ export default (regl, config, inputs) => { const palette = makePalette(regl, config.paletteEntries); const { backgroundColor } = config; - const palettePassFrag = loadText("shaders/palettePass.frag"); + const palettePassFrag = loadText("shaders/palettePass.frag.glsl"); const render = regl({ frag: regl.prop("frag"), diff --git a/js/rainPass.js b/js/rainPass.js index 9204c30..76ca6db 100644 --- a/js/rainPass.js +++ b/js/rainPass.js @@ -59,7 +59,7 @@ export default (regl, config) => { wrapT: "clamp", type: "half float", }); - const rainPassCompute = loadText("shaders/rainPass.Compute"); + const rainPassCompute = loadText("shaders/rainPass.compute.frag.glsl"); const computeUniforms = { ...commonUniforms, ...extractEntries(config, [ @@ -100,8 +100,8 @@ export default (regl, config) => { // We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen const msdf = loadImage(regl, config.glyphTexURL); - const rainPassVert = loadText("shaders/rainPass.vert"); - const rainPassFrag = loadText("shaders/rainPass.frag"); + const rainPassVert = loadText("shaders/rainPass.vert.glsl"); + const rainPassFrag = loadText("shaders/rainPass.frag.glsl"); const output = makePassFBO(regl, config.useHalfFloat); const renderUniforms = { ...commonUniforms, diff --git a/js/resurrectionPass.js b/js/resurrectionPass.js index 14531d3..7667ce8 100644 --- a/js/resurrectionPass.js +++ b/js/resurrectionPass.js @@ -11,7 +11,7 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js"; export default (regl, config, inputs) => { const output = makePassFBO(regl, config.useHalfFloat); const { backgroundColor } = config; - const resurrectionPassFrag = loadText("shaders/resurrectionPass.frag"); + const resurrectionPassFrag = loadText("shaders/resurrectionPass.frag.glsl"); const render = regl({ frag: regl.prop("frag"), diff --git a/js/stripePass.js b/js/stripePass.js index 1796f91..8616b55 100644 --- a/js/stripePass.js +++ b/js/stripePass.js @@ -42,7 +42,7 @@ export default (regl, config, inputs) => { stripeColors.slice(0, numStripeColors * 3).map((f) => Math.floor(f * 0xff)) ); - const stripePassFrag = loadText("shaders/stripePass.frag"); + const stripePassFrag = loadText("shaders/stripePass.frag.glsl"); const render = regl({ frag: regl.prop("frag"), diff --git a/shaders/blur.frag b/shaders/blur.frag.glsl similarity index 100% rename from shaders/blur.frag rename to shaders/blur.frag.glsl diff --git a/shaders/highPass.frag b/shaders/highPass.frag.glsl similarity index 100% rename from shaders/highPass.frag rename to shaders/highPass.frag.glsl diff --git a/shaders/imagePass.frag b/shaders/imagePass.frag.glsl similarity index 100% rename from shaders/imagePass.frag rename to shaders/imagePass.frag.glsl diff --git a/shaders/palettePass.frag b/shaders/palettePass.frag.glsl similarity index 100% rename from shaders/palettePass.frag rename to shaders/palettePass.frag.glsl diff --git a/shaders/rainPass.compute b/shaders/rainPass.compute.frag.glsl similarity index 100% rename from shaders/rainPass.compute rename to shaders/rainPass.compute.frag.glsl diff --git a/shaders/rainPass.frag b/shaders/rainPass.frag.glsl similarity index 100% rename from shaders/rainPass.frag rename to shaders/rainPass.frag.glsl diff --git a/shaders/rainPass.vert b/shaders/rainPass.vert.glsl similarity index 100% rename from shaders/rainPass.vert rename to shaders/rainPass.vert.glsl diff --git a/shaders/resurrectionPass.frag b/shaders/resurrectionPass.frag.glsl similarity index 100% rename from shaders/resurrectionPass.frag rename to shaders/resurrectionPass.frag.glsl diff --git a/shaders/stripePass.frag b/shaders/stripePass.frag.glsl similarity index 100% rename from shaders/stripePass.frag rename to shaders/stripePass.frag.glsl