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Changed the gpu-buffer imports to use a relative path.
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@@ -1,4 +1,4 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { structs } from "../../lib/gpu-buffer.js";
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import { makeComputeTarget, makePyramidView, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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// The bloom pass is basically an added blur of the rain pass's high-pass output.
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@@ -1,4 +1,4 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { structs } from "../../lib/gpu-buffer.js";
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import { getCanvasSize, makeUniformBuffer, makePipeline } from "./utils.js";
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import makeRain from "./rainPass.js";
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@@ -1,4 +1,4 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { structs } from "../../lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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@@ -1,4 +1,4 @@
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import { structs, byteSizeOf } from "/lib/gpu-buffer.js";
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import { structs, byteSizeOf } from "../../lib/gpu-buffer.js";
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import { makeRenderTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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@@ -1,4 +1,4 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { structs } from "../../lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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@@ -1,4 +1,4 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { structs } from "../../lib/gpu-buffer.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a 1D gradient texture
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