diff --git a/script.js b/script.js index 5dab991..09ba773 100644 --- a/script.js +++ b/script.js @@ -1,9 +1,9 @@ 'use strict'; const canvas = document.getElementsByTagName('canvas')[0]; -const params = { alpha: false, preserveDrawingBuffer: false, depth: false, stencil: false, antialias: false }; +const params = { alpha: false, depth: false, stencil: false, antialias: false }; -let gl = canvas.getContext('webgl2'); +let gl = canvas.getContext('webgl2', params); const isWebGL2 = !!gl; if (!isWebGL2) { gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); @@ -11,11 +11,14 @@ if (!isWebGL2) { gl.clearColor(0.0, 0.0, 0.0, 1.0); const halfFloat = gl.getExtension('OES_texture_half_float'); -const support_linear_float = gl.getExtension('OES_texture_half_float_linear'); +let support_linear_float = gl.getExtension('OES_texture_half_float_linear'); if (isWebGL2) { gl.getExtension('EXT_color_buffer_float'); + support_linear_float = gl.getExtension('OES_texture_float_linear'); } +gl.clearColor(0.0, 0.0, 0.0, 1.0); + resizeCanvas(); const TEXTURE_DOWNSAMPLE = 1; @@ -373,7 +376,7 @@ let pressure = createDoubleFBO(6, TEXTURE_WIDTH, TEXTURE_HEIGHT, internalForma const displayProgram = new GLProgram(baseVertexShader, displayShader); const splatProgram = new GLProgram(baseVertexShader, splatShader); -const advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader); +const advectionProgram = new GLProgram(baseVertexShader, advectionManualFilteringShader); const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); const curlProgram = new GLProgram(baseVertexShader, curlShader); const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); @@ -543,4 +546,4 @@ function onPointerUp () { for (let i = 0; i < pointers.length; i++) { pointers[i].down = false; } -} +} \ No newline at end of file