Renaming rainPass shaders, and updating TODO.

This commit is contained in:
Rezmason
2021-10-22 00:48:49 -07:00
parent d285697640
commit 7569246b5b
5 changed files with 16 additions and 28 deletions

View File

@@ -59,7 +59,7 @@ export default (regl, config) => {
wrapT: "clamp",
type: "half float",
});
const computeFrag = loadText("shaders/compute.frag");
const rainPassCompute = loadText("shaders/rainPass.Compute");
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 renderVert = loadText("shaders/rain.vert");
const renderFrag = loadText("shaders/rain.frag");
const rainPassVert = loadText("shaders/rainPass.vert");
const rainPassFrag = loadText("shaders/rainPass.frag");
const output = makePassFBO(regl, config.useHalfFloat);
const renderUniforms = {
...commonUniforms,
@@ -166,13 +166,13 @@ export default (regl, config) => {
primary: output,
},
() => {
compute({ frag: computeFrag.text() });
compute({ frag: rainPassCompute.text() });
regl.clear({
depth: 1,
color: [0, 0, 0, 1],
framebuffer: output,
});
render({ camera, transform, screenSize, vert: renderVert.text(), frag: renderFrag.text() });
render({ camera, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
},
(w, h) => {
output.resize(w, h);
@@ -180,6 +180,6 @@ export default (regl, config) => {
glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
},
[msdf.loaded, computeFrag.loaded, renderVert.loaded, renderFrag.loaded]
[msdf.loaded, rainPassCompute.loaded, rainPassVert.loaded, rainPassFrag.loaded]
);
};