This commit is contained in:
Pavel Dobryakov
2017-08-04 15:34:50 +03:00
parent 1f5e7142df
commit 6c64de7e13

View File

@@ -120,65 +120,65 @@ let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
attribute vec2 aPosition;
varying vec2 vUv;
attribute vec2 aPosition;
varying vec2 vUv;
void main () {
vUv = aPosition * 0.5 + 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
void main () {
vUv = aPosition * 0.5 + 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`);
const displayShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
uniform sampler2D uTexture;
void main () {
void main () {
gl_FragColor = texture2D(uTexture, vUv);
}
}
`);
const testShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
uniform sampler2D uTexture;
uniform vec2 uMouse;
void main () {
vec4 color = texture2D(uTexture, vUv);
void main () {
vec4 color = texture2D(uTexture, vUv);
// gl_FragColor = vec4(vUv.xy, uMouse.x, 1.0);// + color;
gl_FragColor = color + vec4(0.0, 0.005, 0.0, 0.0);
}
}
`);
const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
void main () {
void main () {
float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
gl_FragColor = vec4(vec3(d), 1.0);
}
}
`);
const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
void main () {
void main () {
gl_FragColor = vec4(sin(6.28 * vUv.y), sin(6.28 * vUv.x), 0.0, 1.0);
}
}
`);
const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 wh_inv;
@@ -186,23 +186,23 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
uniform float rdx;
uniform float dissipation;
void main () {
void main () {
vec2 velocity = texture2D(uVelocity, vUv).xy;
vec2 back_pos = vUv - dt * rdx * velocity * wh_inv;
gl_FragColor = dissipation * texture2D(uSource, back_pos);
gl_FragColor.a = 1.0;
}
}
`);
const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform vec2 wh_inv;
uniform float halfrdx;
void main () {
void main () {
vec2 T = texture2D(uVelocity, vUv + vec2(0.0, wh_inv.y)).xy;
vec2 B = texture2D(uVelocity, vUv - vec2(0.0, wh_inv.y)).xy;
vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy;
@@ -210,19 +210,19 @@ const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
//vec2 C = texture2D(uVelocity, vUv).xy;
float div = halfrdx * ((R.x - L.x) + (T.y - B.y));
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
}
}
`);
const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
uniform vec2 wh_inv;
uniform float alpha;
void main () {
void main () {
float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
@@ -230,21 +230,21 @@ const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
float divergence = texture2D(uDivergence, vUv).x;
float pressure = (L + R + B + T + alpha * divergence) * .25;
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
}
}
`);
const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
precision highp float;
precision highp float;
varying vec2 vUv;
varying vec2 vUv;
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
uniform vec2 wh_inv;
uniform float halfrdx;
void main () {
void main () {
float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x;
float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x;
float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x;
@@ -252,9 +252,9 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
vec2 velocity = texture2D(uVelocity, vUv).xy;
vec2 result = velocity - halfrdx * vec2(R - L, T - B);
gl_FragColor = vec4(result, 0.0, 1.0);
}
}
`);
const displayProgram = new GLProgram(baseVertexShader, displayShader);
@@ -288,7 +288,7 @@ function Update () {
gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
// advect density
advectionProgram.bind();
gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
@@ -356,11 +356,11 @@ function Update () {
}
function resizeCanvas () {
if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
const displayHeight = canvas.clientHeight;
canvas.width = canvas.clientWidth;
canvas.height = displayHeight;
}
if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
const displayHeight = canvas.clientHeight;
canvas.width = canvas.clientWidth;
canvas.height = displayHeight;
}
}
window.addEventListener('mousemove', (e) => {