From b2f81cdb37285509c2cfb62c6cbcc0423c33bb9a Mon Sep 17 00:00:00 2001 From: Rezmason Date: Wed, 20 Oct 2021 13:44:06 -0700 Subject: [PATCH] Oops, fixing the URLs for the shaders --- js/bloomPass.js | 4 ++-- js/imagePass.js | 2 +- js/palettePass.js | 2 +- js/rainPass.js | 6 +++--- js/resurrectionPass.js | 2 +- js/stripePass.js | 2 +- 6 files changed, 9 insertions(+), 9 deletions(-) diff --git a/js/bloomPass.js b/js/bloomPass.js index d439706..cae5b8b 100644 --- a/js/bloomPass.js +++ b/js/bloomPass.js @@ -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: { diff --git a/js/imagePass.js b/js/imagePass.js index f40772d..5dc3697 100644 --- a/js/imagePass.js +++ b/js/imagePass.js @@ -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: { diff --git a/js/palettePass.js b/js/palettePass.js index a5aa4b4..c3167d8 100644 --- a/js/palettePass.js +++ b/js/palettePass.js @@ -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"), diff --git a/js/rainPass.js b/js/rainPass.js index 300cc6c..58f1216 100644 --- a/js/rainPass.js +++ b/js/rainPass.js @@ -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, diff --git a/js/resurrectionPass.js b/js/resurrectionPass.js index 0a9f52c..40fe10d 100644 --- a/js/resurrectionPass.js +++ b/js/resurrectionPass.js @@ -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"), diff --git a/js/stripePass.js b/js/stripePass.js index 229bebc..a43fbae 100644 --- a/js/stripePass.js +++ b/js/stripePass.js @@ -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"),