~kylep/shadertest

fcf4cb3e2c558ad656a354c90d18eec42a461e20 — Kyle Perik 3 years ago fe3aea9
Fix criss cross bug
1 files changed, 21 insertions(+), 10 deletions(-)

M src/main.js
M src/main.js => src/main.js +21 -10
@@ 6,8 6,8 @@ PIXI.settings.ROUND_PIXELS = true
const width = 800, height = 800;

var renderer = PIXI.autoDetectRenderer({
  resolution: 2,
  width, height, background: '#fff',
  resolution: 2
})
document.body.appendChild(renderer.view);
renderer.view.style.width = width


@@ 22,7 22,7 @@ var logo = PIXI.Sprite.from('dist/bluebird.png');
logo.x = width / 2;
logo.y = height / 2;
logo.width = width
logo.height = width
logo.height = height
// Make sure the center point of the image is at its center, instead of the default top left
logo.anchor.set(0.5);



@@ 40,8 40,8 @@ void main(void)
    // Normalized pixel coordinates (from 0 to 1)
    vec2 uv = vTextureCoord.xy;

    float rf = 64.0;
    float irf = 1.0 / rf;
    float rf = 64.0; // Resolution - output is expected to be square
    float irf = 1.0 / rf; // Inversed resolution
    vec2 uvf = floor(uv * rf) * irf; // uv, floored to multiple of rf
    vec2 uvi = (uv - uvf) * rf; // Distance from floor



@@ 66,20 66,31 @@ void main(void)
    else
        cre = col4, dix = col3, diy = col2, blk = col ;

    // The diamond distance from of the mid point
    float diamond = abs(uvi.x-0.5) + abs(uvi.y-0.5);
    if(diamond < 0.5) {
        vec3 cdx = abs(dix - diy);
    if(diamond < .5) {
        vec3 cdx = abs(dix - diy); // Color differce between dix and diy
        float dism = cdx.x + cdx.y + cdx.z;
        if(dism < 0.1)
            cre = dix;
        vec3 cdx2 = abs(cre - blk); // ???
        float dism2 = cdx2.x + cdx2.y + cdx2.z;
        if(dism < 0.1) {
            if (dism2 < 0.1) {
                // cre = vec3(1.0, 0.0, 0.0);
            } else {
                cre = dix;

            }
        }
    }
    // // Just point out the grid of cells
    // if (abs(uvi.x) + abs(uvi.y) < .1) {
    //     cre = vec3(1.0, 0.0, 0.0);
    // }

    // Output to screen
    gl_FragColor = vec4(cre, 1.0);
}
`
logo.scale.x = 5
logo.scale.y = 5

//Create our Pixi filter using our custom shader code
var simpleShader = new PIXI.Filter('', shaderCode);