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rename uniform texture

aardgoose 6 năm trước cách đây
mục cha
commit
9d2cad3be0
1 tập tin đã thay đổi với 15 bổ sung15 xóa
  1. 15 15
      examples/webgl_gpgpu_water.html

+ 15 - 15
examples/webgl_gpgpu_water.html

@@ -62,7 +62,7 @@
 		<!-- This is just a smoothing 'compute shader' for using manually: -->
 		<!-- This is just a smoothing 'compute shader' for using manually: -->
 		<script id="smoothFragmentShader" type="x-shader/x-fragment">
 		<script id="smoothFragmentShader" type="x-shader/x-fragment">
 
 
-			uniform sampler2D texture;
+			uniform sampler2D smoothTexture;
 
 
 			void main()	{
 			void main()	{
 
 
@@ -71,11 +71,11 @@
 				vec2 uv = gl_FragCoord.xy * cellSize;
 				vec2 uv = gl_FragCoord.xy * cellSize;
 
 
 				// Computes the mean of texel and 4 neighbours
 				// Computes the mean of texel and 4 neighbours
-				vec4 textureValue = texture2D( texture, uv );
-				textureValue += texture2D( texture, uv + vec2( 0.0, cellSize.y ) );
-				textureValue += texture2D( texture, uv + vec2( 0.0, - cellSize.y ) );
-				textureValue += texture2D( texture, uv + vec2( cellSize.x, 0.0 ) );
-				textureValue += texture2D( texture, uv + vec2( - cellSize.x, 0.0 ) );
+				vec4 textureValue = texture2D( smoothTexture, uv );
+				textureValue += texture2D( smoothTexture, uv + vec2( 0.0, cellSize.y ) );
+				textureValue += texture2D( smoothTexture, uv + vec2( 0.0, - cellSize.y ) );
+				textureValue += texture2D( smoothTexture, uv + vec2( cellSize.x, 0.0 ) );
+				textureValue += texture2D( smoothTexture, uv + vec2( - cellSize.x, 0.0 ) );
 
 
 				textureValue /= 5.0;
 				textureValue /= 5.0;
 
 
@@ -91,7 +91,7 @@
 
 
 			uniform vec2 point1;
 			uniform vec2 point1;
 
 
-			uniform sampler2D texture;
+			uniform sampler2D levelTexture;
 
 
 			// Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
 			// 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;
 				vec2 cellSize = 1.0 / resolution.xy;
 
 
-				float waterLevel = texture2D( texture, point1 ).x;
+				float waterLevel = texture2D( levelTexture, point1 ).x;
 
 
 				vec2 normal = vec2(
 				vec2 normal = vec2(
-					( texture2D( texture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( texture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
-					( texture2D( texture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( texture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
+					( texture2D( levelTexture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( levelTexture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
+					( texture2D( levelTexture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( levelTexture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
 
 
 				if ( gl_FragCoord.x < 1.5 ) {
 				if ( gl_FragCoord.x < 1.5 ) {
 
 
@@ -486,12 +486,12 @@
 				}
 				}
 
 
 				// Create compute shader to smooth the water surface and velocity
 				// Create compute shader to smooth the water surface and velocity
-				smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { texture: { value: null } } );
+				smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { smoothTexture: { value: null } } );
 
 
 				// Create compute shader to read water level
 				// Create compute shader to read water level
 				readWaterLevelShader = gpuCompute.createShaderMaterial( document.getElementById( 'readWaterLevelFragmentShader' ).textContent, {
 				readWaterLevelShader = gpuCompute.createShaderMaterial( document.getElementById( 'readWaterLevelFragmentShader' ).textContent, {
 					point1: { value: new Vector2() },
 					point1: { value: new Vector2() },
-					texture: { value: null }
+					levelTexture: { value: null }
 				} );
 				} );
 				readWaterLevelShader.defines.WIDTH = WIDTH.toFixed( 1 );
 				readWaterLevelShader.defines.WIDTH = WIDTH.toFixed( 1 );
 				readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed( 1 );
 				readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed( 1 );
@@ -562,10 +562,10 @@
 
 
 				for ( var i = 0; i < 10; i ++ ) {
 				for ( var i = 0; i < 10; i ++ ) {
 
 
-					smoothShader.uniforms[ "texture" ].value = currentRenderTarget.texture;
+					smoothShader.uniforms[ "smoothTexture" ].value = currentRenderTarget.texture;
 					gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
 					gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
 
 
-					smoothShader.uniforms[ "texture" ].value = alternateRenderTarget.texture;
+					smoothShader.uniforms[ "smoothTexture" ].value = alternateRenderTarget.texture;
 					gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
 					gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
 
 
 				}
 				}
@@ -602,7 +602,7 @@
 
 
 				var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
 				var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
 
 
-				readWaterLevelShader.uniforms[ "texture" ].value = currentRenderTarget.texture;
+				readWaterLevelShader.uniforms[ "levelTexture" ].value = currentRenderTarget.texture;
 
 
 				for ( var i = 0; i < NUM_SPHERES; i ++ ) {
 				for ( var i = 0; i < NUM_SPHERES; i ++ ) {