Rearranging the shaders and scripts to hopefully make the project easier to work on

This commit is contained in:
Rezmason
2021-10-29 09:27:28 -07:00
parent dd4fe3cac6
commit 94f5f1e5ec
21 changed files with 12 additions and 12 deletions

View File

@@ -1,6 +1,6 @@
import makeConfig from "./config.js"; import makeConfig from "./config.js";
import initWebGPU from "./webgpu_main.js"; import initWebGPU from "./webgpu/main.js";
import initREGL from "./regl_main.js"; import initREGL from "./regl/main.js";
const canvas = document.createElement("canvas"); const canvas = document.createElement("canvas");
document.body.appendChild(canvas); document.body.appendChild(canvas);

View File

@@ -28,7 +28,7 @@ export default (regl, config, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat); const output = makePassFBO(regl, config.useHalfFloat);
// The high pass restricts the blur to bright things in our input texture. // The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/highPass.frag.glsl"); const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
const highPass = regl({ const highPass = regl({
frag: regl.prop("frag"), frag: regl.prop("frag"),
uniforms: { uniforms: {
@@ -43,7 +43,7 @@ export default (regl, config, inputs) => {
// by blurring them all, this basic blur approximates a more complex gaussian: // by blurring them all, this basic blur approximates a more complex gaussian:
// https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom // https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
const blurFrag = loadText("shaders/blur.frag.glsl"); const blurFrag = loadText("shaders/glsl/blur.frag.glsl");
const blur = regl({ const blur = regl({
frag: regl.prop("frag"), frag: regl.prop("frag"),
uniforms: { uniforms: {

View File

@@ -8,7 +8,7 @@ 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 background = loadImage(regl, bgURL); const background = loadImage(regl, bgURL);
const imagePassFrag = loadText("shaders/imagePass.frag.glsl"); const imagePassFrag = loadText("shaders/glsl/imagePass.frag.glsl");
const render = regl({ const render = regl({
frag: regl.prop("frag"), frag: regl.prop("frag"),
uniforms: { uniforms: {

View File

@@ -67,7 +67,7 @@ export default (regl, config, inputs) => {
const palette = makePalette(regl, config.paletteEntries); const palette = makePalette(regl, config.paletteEntries);
const { backgroundColor } = config; const { backgroundColor } = config;
const palettePassFrag = loadText("shaders/palettePass.frag.glsl"); const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
const render = regl({ const render = regl({
frag: regl.prop("frag"), frag: regl.prop("frag"),

View File

@@ -59,7 +59,7 @@ export default (regl, config) => {
wrapT: "clamp", wrapT: "clamp",
type: "half float", type: "half float",
}); });
const rainPassCompute = loadText("shaders/rainPass.compute.frag.glsl"); const rainPassCompute = loadText("shaders/glsl/rainPass.compute.frag.glsl");
const computeUniforms = { const computeUniforms = {
...commonUniforms, ...commonUniforms,
...extractEntries(config, [ ...extractEntries(config, [
@@ -100,8 +100,8 @@ export default (regl, config) => {
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen // We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const msdf = loadImage(regl, config.glyphTexURL); const msdf = loadImage(regl, config.glyphTexURL);
const rainPassVert = loadText("shaders/rainPass.vert.glsl"); const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
const rainPassFrag = loadText("shaders/rainPass.frag.glsl"); const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
const output = makePassFBO(regl, config.useHalfFloat); const output = makePassFBO(regl, config.useHalfFloat);
const renderUniforms = { const renderUniforms = {
...commonUniforms, ...commonUniforms,

View File

@@ -11,7 +11,7 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
export default (regl, config, inputs) => { export default (regl, config, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat); const output = makePassFBO(regl, config.useHalfFloat);
const { backgroundColor } = config; const { backgroundColor } = config;
const resurrectionPassFrag = loadText("shaders/resurrectionPass.frag.glsl"); const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
const render = regl({ const render = regl({
frag: regl.prop("frag"), frag: regl.prop("frag"),

View File

@@ -42,7 +42,7 @@ export default (regl, config, inputs) => {
stripeColors.slice(0, numStripeColors * 3).map((f) => Math.floor(f * 0xff)) stripeColors.slice(0, numStripeColors * 3).map((f) => Math.floor(f * 0xff))
); );
const stripePassFrag = loadText("shaders/stripePass.frag.glsl"); const stripePassFrag = loadText("shaders/glsl/stripePass.frag.glsl");
const render = regl({ const render = regl({
frag: regl.prop("frag"), frag: regl.prop("frag"),

View File

@@ -122,7 +122,7 @@ export default async (canvas, config) => {
}; };
updateCameraBuffer(); updateCameraBuffer();
const [rainRenderShader] = await Promise.all(["shaders/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text())); const [rainRenderShader] = await Promise.all(["shaders/wgsl/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text()));
const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader }); const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });