Renaming some variables in the rainPass WGSL shader from what they were in the GLSL version.

This commit is contained in:
Rezmason
2021-11-21 00:50:10 -08:00
parent b540ef4620
commit 743ba87e86

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@@ -311,13 +311,13 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
var uv = (quadPosition + quadCorner) / quadGridSize; var uv = (quadPosition + quadCorner) / quadGridSize;
// Retrieve the quad's glyph data // Retrieve the quad's glyph data
var vGlyph = cells_RO.cells[quadIndex]; var glyph = cells_RO.cells[quadIndex];
// Calculate the quad's depth // Calculate the quad's depth
var quadDepth = 0.0; var quadDepth = 0.0;
if (volumetric) { if (volumetric) {
quadDepth = fract(vGlyph.b + time.seconds * config.animationSpeed * config.forwardSpeed); quadDepth = fract(glyph.b + time.seconds * config.animationSpeed * config.forwardSpeed);
vGlyph.b = quadDepth; glyph.b = quadDepth;
} }
// Calculate the vertex's world space position // Calculate the vertex's world space position
@@ -328,10 +328,10 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
// "Resurrected" columns are in the green channel, // "Resurrected" columns are in the green channel,
// and are vertically flipped (along with their glyphs) // and are vertically flipped (along with their glyphs)
var vChannel = vec3<f32>(1.0, 0.0, 0.0); var channel = vec3<f32>(1.0, 0.0, 0.0);
if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) { if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) {
worldPosition.y = -worldPosition.y; worldPosition.y = -worldPosition.y;
vChannel = vec3<f32>(0.0, 1.0, 0.0); channel = vec3<f32>(0.0, 1.0, 0.0);
} }
// Convert the vertex's world space position to screen space // Convert the vertex's world space position to screen space
@@ -346,8 +346,8 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
return VertOutput( return VertOutput(
screenPosition, screenPosition,
uv, uv,
vChannel, channel,
vGlyph glyph
); );
} }