use sampler for texture
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f1018f6874
commit
40eb2d53c9
80
main.js
80
main.js
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@ -15,7 +15,7 @@ function main() {
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varying lowp vec2 vVertexPosition;
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varying lowp vec2 vVertexPosition;
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void main() {
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void main() {
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vVertexPosition = aVertexPosition;
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vVertexPosition = (aVertexPosition + 1.0)/2.0;
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gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);
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gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);
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}
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}
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`;
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`;
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@ -23,11 +23,10 @@ function main() {
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const fsSource = `
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const fsSource = `
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varying lowp vec2 vVertexPosition;
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varying lowp vec2 vVertexPosition;
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uniform sampler2D uSampler;
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void main() {
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void main() {
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lowp float x = (vVertexPosition.x + 1.0)/2.0;
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gl_FragColor = vec4(texture2D(uSampler, vVertexPosition).a, 0.0, 0.0, 1.0);
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lowp float y = (vVertexPosition.y + 1.0)/2.0;
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gl_FragColor = vec4(x, y, mod(x + y, 0.5), 1.0);
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//gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
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}
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}
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`;
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`;
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@ -62,6 +61,9 @@ function main() {
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attribLocations: {
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
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vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
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},
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},
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uniformLocation: {
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sampler: gl.getUniformLocation(shaderProgram, 'uShader'),
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},
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};
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};
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const positionBuffer = gl.createBuffer();
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const positionBuffer = gl.createBuffer();
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@ -75,26 +77,66 @@ function main() {
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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const width = 4;
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const height = 5;
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const field = new Uint8Array(width*height);
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for (var i = 0; i < height; i += 1) {
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for (var j = 0; j < width; j += 1) {
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// Each bin is the same size when +1
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// 0.1, 0.9, 1.0, ..., 255.0, 255.9, 256.0
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// |------|, ,|-----------|, |--RNG stops here--|
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field[i*width + j] = Math.floor(Math.random() * (255 + 1));
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}
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}
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console.log(field);
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const texture = gl.createTexture();
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{
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gl.bindTexture(gl.TEXTURE_2D, texture);
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const level = 0;
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const internalFormat = gl.ALPHA;
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const border = 0;
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const srcFormat = gl.ALPHA;
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const srcType = gl.UNSIGNED_BYTE;
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, srcFormat, srcType, field);
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}
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// GL state functions, must be moved to loop if changing
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gl.clearColor(1.0, 0.753, 0.796, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.disable(gl.CULL_FACE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.useProgram(programInfo.program);
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{ // Binding vertices
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalise = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalise, stride, offset);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPositions);
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}
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function drawMe() {
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function drawMe() {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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{ // Binding vertices
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{ // Binding uniforms
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const numComponents = 2;
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gl.activeTexture(gl.TEXTURE0);
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const type = gl.FLOAT;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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const normalise = false;
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gl.uniform1i(programInfo.uniformLocation.sampler, 0);
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalise, stride, offset);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPositions);
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}
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}
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gl.useProgram(programInfo.program);
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const offset = 0;
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const offset = 0;
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const vertexCount = 4;
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const vertexCount = 4;
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