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9d2cad3b
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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9d2cad3b
编写于
6月 22, 2019
作者:
A
aardgoose
浏览文件
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电子邮件补丁
差异文件
rename uniform texture
上级
0d760ea8
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
15 addition
and
15 deletion
+15
-15
examples/webgl_gpgpu_water.html
examples/webgl_gpgpu_water.html
+15
-15
未找到文件。
examples/webgl_gpgpu_water.html
浏览文件 @
9d2cad3b
...
...
@@ -62,7 +62,7 @@
<!-- This is just a smoothing 'compute shader' for using manually: -->
<script
id=
"smoothFragmentShader"
type=
"x-shader/x-fragment"
>
uniform
sampler2D
t
exture
;
uniform
sampler2D
smoothT
exture
;
void
main
()
{
...
...
@@ -71,11 +71,11 @@
vec2
uv
=
gl_FragCoord
.
xy
*
cellSize
;
// Computes the mean of texel and 4 neighbours
vec4
textureValue
=
texture2D
(
t
exture
,
uv
);
textureValue
+=
texture2D
(
t
exture
,
uv
+
vec2
(
0.0
,
cellSize
.
y
)
);
textureValue
+=
texture2D
(
t
exture
,
uv
+
vec2
(
0.0
,
-
cellSize
.
y
)
);
textureValue
+=
texture2D
(
t
exture
,
uv
+
vec2
(
cellSize
.
x
,
0.0
)
);
textureValue
+=
texture2D
(
t
exture
,
uv
+
vec2
(
-
cellSize
.
x
,
0.0
)
);
vec4
textureValue
=
texture2D
(
smoothT
exture
,
uv
);
textureValue
+=
texture2D
(
smoothT
exture
,
uv
+
vec2
(
0.0
,
cellSize
.
y
)
);
textureValue
+=
texture2D
(
smoothT
exture
,
uv
+
vec2
(
0.0
,
-
cellSize
.
y
)
);
textureValue
+=
texture2D
(
smoothT
exture
,
uv
+
vec2
(
cellSize
.
x
,
0.0
)
);
textureValue
+=
texture2D
(
smoothT
exture
,
uv
+
vec2
(
-
cellSize
.
x
,
0.0
)
);
textureValue
/=
5.0
;
...
...
@@ -91,7 +91,7 @@
uniform
vec2
point1
;
uniform
sampler2D
t
exture
;
uniform
sampler2D
levelT
exture
;
// Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
...
...
@@ -142,11 +142,11 @@
vec2
cellSize
=
1.0
/
resolution
.
xy
;
float
waterLevel
=
texture2D
(
t
exture
,
point1
).
x
;
float
waterLevel
=
texture2D
(
levelT
exture
,
point1
).
x
;
vec2
normal
=
vec2
(
(
texture2D
(
texture
,
point1
+
vec2
(
-
cellSize
.
x
,
0
)
).
x
-
texture2D
(
t
exture
,
point1
+
vec2
(
cellSize
.
x
,
0
)
).
x
)
*
WIDTH
/
BOUNDS
,
(
texture2D
(
texture
,
point1
+
vec2
(
0
,
-
cellSize
.
y
)
).
x
-
texture2D
(
t
exture
,
point1
+
vec2
(
0
,
cellSize
.
y
)
).
x
)
*
WIDTH
/
BOUNDS
);
(
texture2D
(
levelTexture
,
point1
+
vec2
(
-
cellSize
.
x
,
0
)
).
x
-
texture2D
(
levelT
exture
,
point1
+
vec2
(
cellSize
.
x
,
0
)
).
x
)
*
WIDTH
/
BOUNDS
,
(
texture2D
(
levelTexture
,
point1
+
vec2
(
0
,
-
cellSize
.
y
)
).
x
-
texture2D
(
levelT
exture
,
point1
+
vec2
(
0
,
cellSize
.
y
)
).
x
)
*
WIDTH
/
BOUNDS
);
if
(
gl_FragCoord
.
x
<
1.5
)
{
...
...
@@ -486,12 +486,12 @@
}
// Create compute shader to smooth the water surface and velocity
smoothShader
=
gpuCompute
.
createShaderMaterial
(
document
.
getElementById
(
'
smoothFragmentShader
'
).
textContent
,
{
t
exture
:
{
value
:
null
}
}
);
smoothShader
=
gpuCompute
.
createShaderMaterial
(
document
.
getElementById
(
'
smoothFragmentShader
'
).
textContent
,
{
smoothT
exture
:
{
value
:
null
}
}
);
// Create compute shader to read water level
readWaterLevelShader
=
gpuCompute
.
createShaderMaterial
(
document
.
getElementById
(
'
readWaterLevelFragmentShader
'
).
textContent
,
{
point1
:
{
value
:
new
Vector2
()
},
t
exture
:
{
value
:
null
}
levelT
exture
:
{
value
:
null
}
}
);
readWaterLevelShader
.
defines
.
WIDTH
=
WIDTH
.
toFixed
(
1
);
readWaterLevelShader
.
defines
.
BOUNDS
=
BOUNDS
.
toFixed
(
1
);
...
...
@@ -562,10 +562,10 @@
for
(
var
i
=
0
;
i
<
10
;
i
++
)
{
smoothShader
.
uniforms
[
"
t
exture
"
].
value
=
currentRenderTarget
.
texture
;
smoothShader
.
uniforms
[
"
smoothT
exture
"
].
value
=
currentRenderTarget
.
texture
;
gpuCompute
.
doRenderTarget
(
smoothShader
,
alternateRenderTarget
);
smoothShader
.
uniforms
[
"
t
exture
"
].
value
=
alternateRenderTarget
.
texture
;
smoothShader
.
uniforms
[
"
smoothT
exture
"
].
value
=
alternateRenderTarget
.
texture
;
gpuCompute
.
doRenderTarget
(
smoothShader
,
currentRenderTarget
);
}
...
...
@@ -602,7 +602,7 @@
var
currentRenderTarget
=
gpuCompute
.
getCurrentRenderTarget
(
heightmapVariable
);
readWaterLevelShader
.
uniforms
[
"
t
exture
"
].
value
=
currentRenderTarget
.
texture
;
readWaterLevelShader
.
uniforms
[
"
levelT
exture
"
].
value
=
currentRenderTarget
.
texture
;
for
(
var
i
=
0
;
i
<
NUM_SPHERES
;
i
++
)
{
...
...
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