add uResolution uniform2f
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parent
9681cc76fa
commit
6ffcfa692e
3 changed files with 15 additions and 9 deletions
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@ -18,6 +18,12 @@ function drawScene(gl, programInfo, buffers, time) {
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programInfo.uniformLocations.time,
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time,
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);
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// Viewport resolution in pixels
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gl.uniform2f(
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programInfo.uniformLocations.resolution,
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gl.drawingBufferWidth,
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gl.drawingBufferHeight,
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);
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{
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const offset = 0;
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@ -121,7 +121,7 @@ function main() {
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vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
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},
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uniformLocations: {
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// resolution: context.getUniformLocation(program, "uResolution"),
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resolution: context.getUniformLocation(program, "uResolution"),
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time: gl.getUniformLocation(shaderProgram, "uTime"),
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},
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};
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@ -141,7 +141,6 @@ function main() {
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// deltaTime = time - prevTime;
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// prevTime = time;
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console.log(time)
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drawScene(gl, programInfo, buffers, time);
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requestAnimationFrame(render);
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}
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@ -9,6 +9,7 @@ precision highp float;
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#endif
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uniform float uTime;
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uniform vec2 uResolution;
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/* ==== Text Colouring ==== */
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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@ -150,9 +151,9 @@ float roundLine(vec2 p, vec2 a, vec2 b) {
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b -= a + vec2(1.0,0.);
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p -= a;
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float f = length(p-clamp(dot(p,b)/dot(b,b),0.0,1.0)*b);
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if (iResolution.y < 320.) // attempt to get rid of aliasing on small resolution
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if (uResolution.y < 320.) // attempt to get rid of aliasing on small resolution
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return smoothstep(1.0, 0.9, f);
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else if (iResolution.y < 720.)
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else if (uResolution.y < 720.)
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return smoothstep(0.75, 0.5, f);
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else
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return smoothstep(1., 0., f);
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@ -357,12 +358,12 @@ float bloom(vec2 uv2) {
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}
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void mainImage(out vec4 fragColor) {
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vec2 uv = vec2(gl_FragCoord.x, iResolution.y - gl_FragCoord.y);
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vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
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vec2 uvG = floor(ROWCOLS * uv / iResolution.xy);
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vec2 uvC = gl_FragCoord/iResolution.xy;
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vec2 uv = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y);
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vec2 uvT = ROWCOLS * FONT_SIZE * uv / uResolution.xy;
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vec2 uvG = floor(ROWCOLS * uv / uResolution.xy);
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vec2 uvC = gl_FragCoord/uResolution.xy;
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vec2 uvNoise = gl_FragCoord.xy / iResolution.xy;
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vec2 uvNoise = gl_FragCoord.xy / uResolution.xy;
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uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
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float val;
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