optimize vertex shader

This commit is contained in:
Reaby committed 2020-09-28 19:46:09 +03:00
1 parent db391bbc85
commit e92930f4e0
1 file changed
+16 -7
+16 -7
View File
@@ -50,13 +50,21 @@ class Sketch {
this.currentTransition = "fade";
this.bcounter = null;
this.scene = new THREE.Scene();
this.vertex = `
/* this.vertex = `
varying vec2 _uv;
void main() {
_uv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
}`;
*/
this.vertex = `
varying vec2 _uv;
void main()
{
_uv = uv;
gl_Position = vec4(position, 0.5);
}
`;
this.fragment = `
vec4 transition (vec2 uv) {
return mix(
@@ -70,7 +78,7 @@ class Sketch {
this.height = window.innerHeight;
//this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setPixelRatio(1);
this.renderer.setSize(1920,1080);
this.renderer.setSize(1920, 1080);
this.duration = opts.duration || 1;
this.debug = opts.debug || false;
@@ -85,7 +93,7 @@ class Sketch {
this.camera = new THREE.PerspectiveCamera(
70,
16/9,
16 / 9,
0.001,
1000
);
@@ -183,7 +191,7 @@ class Sketch {
}
setupResize() {
// window.addEventListener("resize", this.resize.bind(this));
// window.addEventListener("resize", this.resize.bind(this));
}
resize() {
@@ -227,6 +235,7 @@ class Sketch {
side: THREE.DoubleSide,
uniforms: { ...this.getUniformBase() },
transparent: true,
// wireframe: true,
vertexShader: this.vertex,
fragmentShader: this.makeFragment(this.fragment),
});
@@ -267,7 +276,7 @@ class Sketch {
this.isRunning = true;
this.material.uniforms.texture2.value = this.nextTexture;
}
this.tmpImage = false;
let tween = new TWEEN.Tween(this.material.uniforms.progress);
tween.to({ value: 1.0 }, this.duration)