Renaming renderer to rainPass, renaming its shaders, and cleaning up the main code a little.

This commit is contained in:
Rezmason
2021-10-20 09:58:03 -07:00
parent c85642a270
commit f6e12ad795
5 changed files with 13 additions and 14 deletions

View File

@@ -1,6 +1,6 @@
import { makeFullScreenQuad, makePipeline } from "./utils.js";
import makeConfig from "./config.js";
import makeMatrixRenderer from "./renderer.js";
import makeRain from "./rainPass.js";
import makeBloomPass from "./bloomPass.js";
import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
@@ -49,12 +49,11 @@ const dimensions = { width: 1, height: 1 };
document.body.onload = async () => {
// All this takes place in a full screen quad.
const fullScreenQuad = makeFullScreenQuad(regl);
const pipeline = makePipeline([makeMatrixRenderer, effect === "none" ? null : makeBloomPass, effects[effect]], (p) => p.outputs, regl, config);
const drawToScreen = regl({
uniforms: {
tex: pipeline[pipeline.length - 1].outputs.primary,
},
});
const bloomPass = effect === "none" ? null : makeBloomPass;
const pipeline = makePipeline([makeRain, bloomPass, effects[effect]], (p) => p.outputs, regl, config);
const uniforms = { tex: pipeline[pipeline.length - 1].outputs.primary };
const drawToScreen = regl({ uniforms });
await Promise.all(pipeline.map(({ ready }) => ready));
const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
// tick.cancel();

View File

@@ -35,10 +35,10 @@ export default (regl, config) => {
const uniforms = {
...extractEntries(config, [
// rain general
// general
"glyphHeightToWidth",
"glyphTextureColumns",
// rain update
// compute
"animationSpeed",
"brightnessMinimum",
"brightnessMix",
@@ -55,9 +55,9 @@ export default (regl, config) => {
"rippleSpeed",
"rippleThickness",
"resurrectingCodeRatio",
// rain render vertex
// render vertex
"forwardSpeed",
// rain render fragment
// render fragment
"glyphEdgeCrop",
"isPolar",
]),
@@ -94,7 +94,7 @@ export default (regl, config) => {
const output = makePassFBO(regl, config.useHalfFloat);
const updateFrag = loadText("../shaders/update.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/render.vert");
const renderFrag = loadText("../shaders/render.frag");
const renderVert = loadText("../shaders/rain.vert");
const renderFrag = loadText("../shaders/rain.frag");
const render = regl({
blend: {
enable: true,