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Update example to match newer versions of glsify #18

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88 changes: 39 additions & 49 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,70 +8,60 @@ WebGL framebuffer object wrapper

```javascript
var shell = require("gl-now")()
var glShader = require('gl-shader')
var createFBO = require("gl-fbo")
var glslify = require("glslify")
var ndarray = require("ndarray")
var fill = require("ndarray-fill")
var fillScreen = require("a-big-triangle")

var createUpdateShader = glslify({
vertex: "\
attribute vec2 position;\
varying vec2 uv;\
void main() {\
gl_Position = vec4(position,0.0,1.0);\
uv = 0.5 * (position+1.0);\
}",
fragment: "\
precision mediump float;\
uniform sampler2D buffer;\
uniform vec2 dims;\
varying vec2 uv;\
void main() {\
float n = 0.0;\
for(int dx=-1; dx<=1; ++dx)\
for(int dy=-1; dy<=1; ++dy) {\
n += texture2D(buffer, uv+vec2(dx,dy)/dims).r;\
}\
float s = texture2D(buffer, uv).r;\
if(n > 3.0+s || n < 3.0) {\
gl_FragColor = vec4(0,0,0,1);\
} else {\
gl_FragColor = vec4(1,1,1,1);\
}\
}",
inline: true
})

var createDrawShader = glslify({
vertex: "\
attribute vec2 position;\
varying vec2 uv;\
void main() {\
gl_Position = vec4(position,0.0,1.0);\
uv = 0.5 * (position+1.0);\
}",
fragment: "\
precision mediump float;\
uniform sampler2D buffer;\
varying vec2 uv;\
void main() {\
gl_FragColor = texture2D(buffer, uv);\
}",
inline: true
})
var vertexShaderCode = glslify`
attribute vec2 position;
varying vec2 uv;
void main() {
gl_Position = vec4(position,0.0,1.0);
uv = 0.5 * (position+1.0);
}
`
var updateShaderCode = glslify`
precision mediump float;
uniform sampler2D buffer;
uniform vec2 dims;
varying vec2 uv;
void main() {
float n = 0.0;
for(int dx=-1; dx<=1; ++dx)
for(int dy=-1; dy<=1; ++dy) {
n += texture2D(buffer, uv+vec2(dx,dy)/dims).r;
}
float s = texture2D(buffer, uv).r;
if(n > 3.0+s || n < 3.0) {
gl_FragColor = vec4(0,0,0,1);
} else {
gl_FragColor = vec4(1,1,1,1);
}
}`

var drawShaderCode = glslify`
precision mediump float;
uniform sampler2D buffer;
varying vec2 uv;
void main() {
gl_FragColor = texture2D(buffer, uv);
}`

var state, updateShader, drawShader, current = 0

shell.on("gl-init", function() {
var gl = shell.gl

//Turn off depth test
gl.disable(gl.DEPTH_TEST)

//Initialize shaders
updateShader = createUpdateShader(gl)
drawShader = createDrawShader(gl)
updateShader = glShader(gl, vertexShaderCode, updateShaderCode)
drawShader = glShader(gl, vertexShaderCode, updateShaderCode)


//Allocate buffers
state = [ createFBO(gl, [512, 512]), createFBO(gl, [512, 512]) ]
Expand Down
83 changes: 36 additions & 47 deletions example/example.js
Original file line number Diff line number Diff line change
@@ -1,56 +1,45 @@
var shell = require("gl-now")()
var glShader = require('gl-shader')
var createFBO = require("../fbo.js")
var glslify = require("glslify")
var ndarray = require("ndarray")
var fill = require("ndarray-fill")
var fillScreen = require("a-big-triangle")

var createUpdateShader = glslify({
vertex: "\
attribute vec2 position;\
varying vec2 uv;\
void main() {\
gl_Position = vec4(position,0.0,1.0);\
uv = 0.5 * (position+1.0);\
}",
fragment: "\
precision mediump float;\
uniform sampler2D buffer;\
uniform vec2 dims;\
varying vec2 uv;\
void main() {\
float n = 0.0;\
for(int dx=-1; dx<=1; ++dx)\
for(int dy=-1; dy<=1; ++dy) {\
n += texture2D(buffer, uv+vec2(dx,dy)/dims).r;\
}\
float s = texture2D(buffer, uv).r;\
if(n > 3.0+s || n < 3.0) {\
gl_FragColor = vec4(0,0,0,1);\
} else {\
gl_FragColor = vec4(1,1,1,1);\
}\
}",
inline: true
})
var vertexShaderCode = glslify`
attribute vec2 position;
varying vec2 uv;
void main() {
gl_Position = vec4(position,0.0,1.0);
uv = 0.5 * (position+1.0);
}
`
var updateShaderCode = glslify`
precision mediump float;
uniform sampler2D buffer;
uniform vec2 dims;
varying vec2 uv;
void main() {
float n = 0.0;
for(int dx=-1; dx<=1; ++dx)
for(int dy=-1; dy<=1; ++dy) {
n += texture2D(buffer, uv+vec2(dx,dy)/dims).r;
}
float s = texture2D(buffer, uv).r;
if(n > 3.0+s || n < 3.0) {
gl_FragColor = vec4(0,0,0,1);
} else {
gl_FragColor = vec4(1,1,1,1);
}
}`

var createDrawShader = glslify({
vertex: "\
attribute vec2 position;\
varying vec2 uv;\
void main() {\
gl_Position = vec4(position,0.0,1.0);\
uv = 0.5 * (position+1.0);\
}",
fragment: "\
precision mediump float;\
uniform sampler2D buffer;\
varying vec2 uv;\
void main() {\
gl_FragColor = texture2D(buffer, uv);\
}",
inline: true
})
var drawShaderCode = glslify`
precision mediump float;
uniform sampler2D buffer;
varying vec2 uv;
void main() {
gl_FragColor = texture2D(buffer, uv);
}`

var state, updateShader, drawShader, current = 0

Expand All @@ -61,8 +50,8 @@ shell.on("gl-init", function() {
gl.disable(gl.DEPTH_TEST)

//Initialize shaders
updateShader = createUpdateShader(gl)
drawShader = createDrawShader(gl)
updateShader = glShader(gl, vertexShaderCode, updateShaderCode)
drawShader = glShader(gl, vertexShaderCode, updateShaderCode)

//Allocate buffers
state = [ createFBO(gl, [512, 512]), createFBO(gl, [512, 512]) ]
Expand Down
7 changes: 4 additions & 3 deletions package.json
Original file line number Diff line number Diff line change
Expand Up @@ -7,11 +7,12 @@
"gl-texture2d": "^2.0.0"
},
"devDependencies": {
"a-big-triangle": "0.0.0",
"gl-now": "^1.3.1",
"gl-shader": "^4.2.1",
"glslify": "^6.x.x",
"ndarray": "^1.0.15",
"ndarray-fill": "^1.0.1",
"glslify": "^1.4.0",
"a-big-triangle": "0.0.0"
"ndarray-fill": "^1.0.1"
},
"scripts": {
"test": "tap test/*.js",
Expand Down