Просмотр исходного кода

remove unnecessary/unused variables, use names like shadertoy

Lucas Stadler лет назад: 10
Родитель
Сommit
f9ad36304b
1 измененных файлов с 9 добавлено и 18 удалено
  1. 9 18
      glsl/raymarching.js

+ 9 - 18
glsl/raymarching.js

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  var vertexShaderSrc = `
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  var vertexShaderSrc = `
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attribute vec4 aPosition;
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attribute vec4 aPosition;
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attribute vec2 aSize;
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varying vec3 pos;
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void main() {
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void main() {
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  gl_Position = aPosition;
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  gl_Position = aPosition;
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  gl_PointSize = 10.0;
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  pos = aPosition.xyz;
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}
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}
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`
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`
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  var fragmentShaderSrc = `
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  var fragmentShaderSrc = `
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precision highp float;
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precision highp float;
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uniform vec2 uSize;
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uniform vec2 iResolution;
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uniform vec3 iMouse;
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uniform vec3 iMouse;
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varying vec3 pos;
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const int MaximumRaySteps = 150;
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const int MaximumRaySteps = 150;
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const float MinimumDistance = 0.0000001;
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const float MinimumDistance = 0.0000001;
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}
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}
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void main() {
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void main() {
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  vec2 q = gl_FragCoord.xy / uSize.xy;
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  vec2 q = gl_FragCoord.xy / iResolution.xy;
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  vec2 p = -1.0 + 2.0*q;
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  vec2 p = -1.0 + 2.0*q;
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  p.x *= uSize.x / uSize.y;
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  //vec2 iMouse = uSize / 2.0;
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  vec2 mo = iMouse.xy/uSize.xy;
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  p.x *= iResolution.x / iResolution.y;
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  vec2 mo = iMouse.xy/iResolution.xy;
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  float time = 15.0 + 0.0; // iGlobalTime
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  float time = 15.0 + 0.0; // iGlobalTime
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  gl.useProgram(program);
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  gl.useProgram(program);
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  var aPosition = gl.getAttribLocation(program, 'aPosition');
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  var aPosition = gl.getAttribLocation(program, 'aPosition');
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  var uSize = gl.getUniformLocation(program, 'uSize');
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  var iResolution = gl.getUniformLocation(program, 'iResolution');
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  var iMouse = gl.getUniformLocation(program, 'iMouse');
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  var iMouse = gl.getUniformLocation(program, 'iMouse');
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  var uFragColor = gl.getUniformLocation(program, 'uFragColor');
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  gl.vertexAttrib2f(aPosition, 0.0, 0.0);
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  gl.vertexAttrib2f(aPosition, 0.0, 0.0);
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  gl.uniform2f(uSize, canvas.width, canvas.height);
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  gl.uniform2f(iResolution, canvas.width, canvas.height);
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  gl.uniform3f(iMouse, 0.0, 0.0, 0.0);
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  gl.uniform3f(iMouse, 0.0, 0.0, 0.0);
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  gl.uniform4f(uFragColor, 1.0, 0.0, 0.0, 1.0);
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  //gl.drawArrays(gl.POINTS, 0, 1);-
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  // two triangles
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  var positions = new Float32Array([
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  var positions = new Float32Array([
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    -1.0, 1.0,
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    -1.0, 1.0,
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    -1.0, -1.0,
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    -1.0, -1.0,
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    w = canvas.width = window.innerWidth;
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    w = canvas.width = window.innerWidth;
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    h = canvas.height = window.innerHeight;
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    h = canvas.height = window.innerHeight;
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    gl.viewport(0, 0, w, h);
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    gl.viewport(0, 0, w, h);
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    gl.uniform2f(uSize, w, h);
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    gl.uniform2f(iResolution, w, h);
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    gl.clearColor(0.0, 0.0, 0.0, 1.0);
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    gl.clearColor(0.0, 0.0, 0.0, 1.0);
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    gl.clear(gl.COLOR_BUFFER_BIT);
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    gl.clear(gl.COLOR_BUFFER_BIT);
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    render();
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    render();
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  msg.style = "color: red; position: absolute; right: 0; bottom: 0";
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  msg.style = "color: red; position: absolute; right: 0; bottom: 0";
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  msg.textContent = e;
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  msg.textContent = e;
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  document.body.appendChild(msg);
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  document.body.appendChild(msg);
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}
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}