Rezmason
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a143e3fc03
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Renamed gpu-uniforms to gpu-buffer, and messed around with its API.
I believe all the align, size, stride and byteOffset values are now in the proper units, ie. bytes.
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2021-11-08 22:56:00 -08:00 |
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Rezmason
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1528ca39a5
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Commenting out the tables and adding select to some shaders in place of the original ternary operator.
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2021-11-08 03:45:06 -08:00 |
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Rezmason
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61a3a6d783
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Moved the WebGPU code off of "std140" and onto gpu-uniforms.
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2021-11-08 02:23:33 -08:00 |
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Rezmason
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89b9f4e363
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Ported all the post processing regl passes to WebGPU. Fixed the CORS stuff in loadTexture. Renamed createRenderTargetTexture to makePassFBO, to conform with the regl project. Added make1DTexture, which stripePass uses.
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2021-11-06 05:03:16 -07:00 |
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Rezmason
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230847e5b8
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Added runtime texture targets. A pass now returns its resources in getOutputs(), which subsequent passes access as getInputs().
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2021-11-05 01:06:39 -07:00 |
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Rezmason
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f0ae7731bb
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The webgpu project's multi-pass pipeline is borrowed from the regl project, but the outputs don't exist yet. Outputs will be tricky, because RTTs are thrown out and recreated when the canvas resizes, which I think means all the bind groups referencing the old texture have to be destroyed and recreated, too.
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2021-11-03 21:42:01 -07:00 |
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Rezmason
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0b04947425
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Implemented makePass(). Moved rain compute and render stuff into a pass.
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2021-11-03 21:30:22 -07:00 |
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Rezmason
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f8959cd7d9
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Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).
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2021-11-03 20:01:59 -07:00 |
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Rezmason
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348b07d237
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Actually the ping-pong setup isn't necessary for this compute shader, since it does everything in-place.
Undid all the y-flips I could find, and they all canceled one another out, except for the glyph UVs in the fragment shader.
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2021-11-01 08:38:48 -07:00 |
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Rezmason
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1c1b1e4f03
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We have ping-pong! And all the rain pass's shaders can coexist in one module! And I met and received ample help from @kainino0x and others on the WebGPU Matrix chat!
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2021-11-01 00:29:16 -07:00 |
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Rezmason
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6f58882851
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The MSDF stuff shouldn't be in its own uniform buffer. This is basically config stuff.
Added a compute pass that currently does nothing while I learn how to make use of it.
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2021-10-31 20:00:11 -07:00 |
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Rezmason
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4ea6cadd2f
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Fixing some y-flip related stuff in the rain pass fragment shader. Consolidating and changing the type of a bunch of info in the config uniform. Improving the code comments.
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2021-10-30 20:05:07 -07:00 |
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Rezmason
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d8701c9408
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Ported the rain vertex shader to wgsl.
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2021-10-30 18:07:07 -07:00 |
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Rezmason
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cc75938fcb
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Passing all the rain pass configs through a giant struct into the rain shader. I've included the compute shader fields, because I have hope that the compute pass can use the same shader module.
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2021-10-30 13:48:28 -07:00 |
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Rezmason
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33437a722d
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Finding ways to construct WebGPU descriptors more concisely. Moving some functions to webgpu's utils.js.
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2021-10-30 08:40:42 -07:00 |
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Rezmason
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94f5f1e5ec
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Rearranging the shaders and scripts to hopefully make the project easier to work on
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2021-10-29 09:27:28 -07:00 |
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