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Fixing the names of shaders in the passes. The loadShader utility function now returns the code and the module, since I'm hoping to parse uniform buffer layouts from the code.
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@@ -1,5 +1,5 @@
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import std140 from "./std140.js";
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import { loadShaderModule, makeUniformBuffer, makePassFBO, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makePassFBO, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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@@ -38,18 +38,18 @@ export default (context, getInputs) => {
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let renderPipeline;
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let output;
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const assets = [loadShaderModule(device, "shaders/wgsl/resurrectionPass.wgsl")];
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const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
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const ready = (async () => {
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const [rainShader] = await Promise.all(assets);
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const [resurrectionShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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module: rainShader,
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module: resurrectionShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: rainShader,
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module: resurrectionShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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