webgl-demo fragment shader now has uniform uTime
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d7daf6a391
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2 changed files with 45 additions and 3 deletions
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@ -1,4 +1,4 @@
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function drawScene(gl, programInfo, buffers) {
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function drawScene(gl, programInfo, buffers, time) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
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gl.clearDepth(1.0); // Clear everything
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gl.enable(gl.DEPTH_TEST); // Enable depth testing
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@ -56,6 +56,12 @@ function drawScene(gl, programInfo, buffers) {
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modelViewMatrix,
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);
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// Time since page loaded in seconds
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gl.uniform1f(
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programInfo.uniformLocations.time,
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time,
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);
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{
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const offset = 0;
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const vertexCount = 4;
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@ -77,8 +77,27 @@ function main() {
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`;
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const fsSource = `
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// is highp wasteful for this shader?
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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// shadertoy-like parameters
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// uniform vec2 uResolution;
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uniform float uTime;
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void main() {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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vec2 uv = gl_FragCoord.xy/vec2(300, 300).xy;
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// Time varying pixel color
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vec3 col = 0.5 + 0.5*cos(uTime+uv.xyx+vec3(0,2,4));
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// Output to screen
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gl_FragColor = vec4(col,1.0);
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// gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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`;
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@ -95,6 +114,9 @@ function main() {
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(shaderProgram, "uProjectionMatrix"),
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modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"),
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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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@ -103,6 +125,20 @@ function main() {
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const buffers = initBuffers(gl);
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// Draw the scene
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drawScene(gl, programInfo, buffers);
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// drawScene(gl, programInfo, buffers, 0);
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// let timePrev = 0;
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// requestAnimationFrame asks the browser to call render,
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// providing the time in milliseconds since the page loaded
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function render(time) {
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time *= 0.001; // convert to seconds
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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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requestAnimationFrame(render);
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}
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