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https://github.com/Rezmason/matrix.git
synced 2026-04-14 20:39:29 -07:00
Oops, fixing the URLs for the shaders
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@@ -25,7 +25,7 @@ export default (regl, config, inputs) => {
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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const highPassFrag = loadText("../shaders/highPass.frag");
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const highPassFrag = loadText("shaders/highPass.frag");
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// The high pass restricts the blur to bright things in our input texture.
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const highPass = regl({
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@@ -41,7 +41,7 @@ export default (regl, config, inputs) => {
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this 3x1 blur approximates a more complex gaussian.
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const blurFrag = loadText("../shaders/blur.frag");
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const blurFrag = loadText("shaders/blur.frag");
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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@@ -6,7 +6,7 @@ export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const background = loadImage(regl, bgURL);
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const imagePassFrag = loadText("../shaders/imagePass.frag");
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const imagePassFrag = loadText("shaders/imagePass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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uniforms: {
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@@ -57,7 +57,7 @@ export default (regl, config, inputs) => {
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const palette = makePalette(regl, config.paletteEntries);
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const { backgroundColor } = config;
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const palettePassFrag = loadText("../shaders/palettePass.frag");
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const palettePassFrag = loadText("shaders/palettePass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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@@ -94,7 +94,7 @@ export default (regl, config) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const updateFrag = loadText("../shaders/compute.frag");
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const updateFrag = loadText("shaders/compute.frag");
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const update = regl({
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frag: regl.prop("frag"),
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uniforms: {
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@@ -114,8 +114,8 @@ export default (regl, config) => {
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);
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const renderVert = loadText("../shaders/rain.vert");
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const renderFrag = loadText("../shaders/rain.frag");
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const renderVert = loadText("shaders/rain.vert");
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const renderFrag = loadText("shaders/rain.frag");
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const render = regl({
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blend: {
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enable: true,
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@@ -3,7 +3,7 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor } = config;
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const resurrectionPassFrag = loadText("../shaders/resurrectionPass.frag");
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const resurrectionPassFrag = loadText("shaders/resurrectionPass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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@@ -35,7 +35,7 @@ export default (regl, config, inputs) => {
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stripeColors.slice(0, numStripeColors * 3).map((f) => Math.floor(f * 0xff))
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);
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const stripePassFrag = loadText("../shaders/stripePass.frag");
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const stripePassFrag = loadText("shaders/stripePass.frag");
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const render = regl({
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frag: regl.prop("frag"),
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