Oops, fixing the URLs for the shaders

This commit is contained in:
Rezmason
2021-10-20 13:44:06 -07:00
parent f6e12ad795
commit b2f81cdb37
6 changed files with 9 additions and 9 deletions

View File

@@ -25,7 +25,7 @@ export default (regl, config, inputs) => {
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const output = makePassFBO(regl, config.useHalfFloat);
const highPassFrag = loadText("../shaders/highPass.frag");
const highPassFrag = loadText("shaders/highPass.frag");
// The high pass restricts the blur to bright things in our input texture.
const highPass = regl({
@@ -41,7 +41,7 @@ export default (regl, config, inputs) => {
// The FBO pyramid's levels represent separate levels of detail;
// by blurring them all, this 3x1 blur approximates a more complex gaussian.
const blurFrag = loadText("../shaders/blur.frag");
const blurFrag = loadText("shaders/blur.frag");
const blur = regl({
frag: regl.prop("frag"),
uniforms: {

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@@ -6,7 +6,7 @@ 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");
const render = regl({
frag: regl.prop("frag"),
uniforms: {

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@@ -57,7 +57,7 @@ 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");
const render = regl({
frag: regl.prop("frag"),

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@@ -94,7 +94,7 @@ export default (regl, config) => {
const output = makePassFBO(regl, config.useHalfFloat);
const updateFrag = loadText("../shaders/compute.frag");
const updateFrag = loadText("shaders/compute.frag");
const update = regl({
frag: regl.prop("frag"),
uniforms: {
@@ -114,8 +114,8 @@ export default (regl, config) => {
);
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const renderVert = loadText("../shaders/rain.vert");
const renderFrag = loadText("../shaders/rain.frag");
const renderVert = loadText("shaders/rain.vert");
const renderFrag = loadText("shaders/rain.frag");
const render = regl({
blend: {
enable: true,

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@@ -3,7 +3,7 @@ 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");
const render = regl({
frag: regl.prop("frag"),

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@@ -35,7 +35,7 @@ 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");
const render = regl({
frag: regl.prop("frag"),