Created
December 20, 2019 19:12
-
-
Save robertleeplummerjr/4996efb7f17e74d1b07e27f60c3e0b5d to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
function kernel(settings) { | |
const { context, constants } = settings; | |
const gl = context; | |
const glVariables0 = gl.getExtension('OES_texture_float'); | |
const glVariables1 = gl.getExtension('OES_texture_float_linear'); | |
const glVariables2 = gl.getExtension('OES_element_index_uint'); | |
const glVariables3 = gl.getExtension('WEBGL_draw_buffers'); | |
const glVariables4 = gl.getExtension('WEBGL_color_buffer_float'); | |
gl.enable(gl.SCISSOR_TEST); | |
gl.viewport(0, 0, 1, 1); | |
const glVariable5 = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(glVariable5, `precision lowp float; | |
precision lowp int; | |
precision lowp sampler2D; | |
attribute vec2 aPos; | |
attribute vec2 aTexCoord; | |
varying vec2 vTexCoord; | |
uniform vec2 ratio; | |
void main(void) { | |
gl_Position = vec4((aPos + vec2(1)) * ratio + vec2(-1), 0, 1); | |
vTexCoord = aTexCoord; | |
}`); | |
gl.compileShader(glVariable5); | |
const glVariable6 = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(glVariable6, `#extension GL_EXT_draw_buffers : require | |
precision lowp float; | |
precision lowp int; | |
precision lowp sampler2D; | |
const int LOOP_MAX = 1000; | |
ivec3 uOutputDim = ivec3(1, 1, 1); | |
ivec2 uTexSize = ivec2(1, 1); | |
varying vec2 vTexCoord; | |
vec4 round(vec4 x) { | |
return floor(x + 0.5); | |
} | |
float round(float x) { | |
return floor(x + 0.5); | |
} | |
const int BIT_COUNT = 32; | |
int modi(int x, int y) { | |
return x - y * (x / y); | |
} | |
int bitwiseOr(int a, int b) { | |
int result = 0; | |
int n = 1; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if ((modi(a, 2) == 1) || (modi(b, 2) == 1)) { | |
result += n; | |
} | |
a = a / 2; | |
b = b / 2; | |
n = n * 2; | |
if(!(a > 0 || b > 0)) { | |
break; | |
} | |
} | |
return result; | |
} | |
int bitwiseXOR(int a, int b) { | |
int result = 0; | |
int n = 1; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if ((modi(a, 2) == 1) != (modi(b, 2) == 1)) { | |
result += n; | |
} | |
a = a / 2; | |
b = b / 2; | |
n = n * 2; | |
if(!(a > 0 || b > 0)) { | |
break; | |
} | |
} | |
return result; | |
} | |
int bitwiseAnd(int a, int b) { | |
int result = 0; | |
int n = 1; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if ((modi(a, 2) == 1) && (modi(b, 2) == 1)) { | |
result += n; | |
} | |
a = a / 2; | |
b = b / 2; | |
n = n * 2; | |
if(!(a > 0 && b > 0)) { | |
break; | |
} | |
} | |
return result; | |
} | |
int bitwiseNot(int a) { | |
int result = 0; | |
int n = 1; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (modi(a, 2) == 0) { | |
result += n; | |
} | |
a = a / 2; | |
n = n * 2; | |
} | |
return result; | |
} | |
int bitwiseZeroFillLeftShift(int n, int shift) { | |
int maxBytes = BIT_COUNT; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (maxBytes >= n) { | |
break; | |
} | |
maxBytes *= 2; | |
} | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (i >= shift) { | |
break; | |
} | |
n *= 2; | |
} | |
int result = 0; | |
int byteVal = 1; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (i >= maxBytes) break; | |
if (modi(n, 2) > 0) { result += byteVal; } | |
n = int(n / 2); | |
byteVal *= 2; | |
} | |
return result; | |
} | |
int bitwiseSignedRightShift(int num, int shifts) { | |
return int(floor(float(num) / pow(2.0, float(shifts)))); | |
} | |
int bitwiseZeroFillRightShift(int n, int shift) { | |
int maxBytes = BIT_COUNT; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (maxBytes >= n) { | |
break; | |
} | |
maxBytes *= 2; | |
} | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (i >= shift) { | |
break; | |
} | |
n /= 2; | |
} | |
int result = 0; | |
int byteVal = 1; | |
for (int i = 0; i < BIT_COUNT; i++) { | |
if (i >= maxBytes) break; | |
if (modi(n, 2) > 0) { result += byteVal; } | |
n = int(n / 2); | |
byteVal *= 2; | |
} | |
return result; | |
} | |
vec2 integerMod(vec2 x, float y) { | |
vec2 res = floor(mod(x, y)); | |
return res * step(1.0 - floor(y), -res); | |
} | |
vec3 integerMod(vec3 x, float y) { | |
vec3 res = floor(mod(x, y)); | |
return res * step(1.0 - floor(y), -res); | |
} | |
vec4 integerMod(vec4 x, vec4 y) { | |
vec4 res = floor(mod(x, y)); | |
return res * step(1.0 - floor(y), -res); | |
} | |
float integerMod(float x, float y) { | |
float res = floor(mod(x, y)); | |
return res * (res > floor(y) - 1.0 ? 0.0 : 1.0); | |
} | |
int integerMod(int x, int y) { | |
return x - (y * int(x / y)); | |
} | |
float div_with_int_check(float x, float y) { | |
if (floor(x) == x && floor(y) == y && integerMod(x, y) == 0.0) { | |
return float(int(x)/int(y)); | |
} | |
return x / y; | |
} | |
// Here be dragons! | |
// DO NOT OPTIMIZE THIS CODE | |
// YOU WILL BREAK SOMETHING ON SOMEBODY'S MACHINE | |
// LEAVE IT AS IT IS, LEST YOU WASTE YOUR OWN TIME | |
const vec2 MAGIC_VEC = vec2(1.0, -256.0); | |
const vec4 SCALE_FACTOR = vec4(1.0, 256.0, 65536.0, 0.0); | |
const vec4 SCALE_FACTOR_INV = vec4(1.0, 0.00390625, 0.0000152587890625, 0.0); // 1, 1/256, 1/65536 | |
float decode32(vec4 texel) { | |
texel *= 255.0; | |
vec2 gte128; | |
gte128.x = texel.b >= 128.0 ? 1.0 : 0.0; | |
gte128.y = texel.a >= 128.0 ? 1.0 : 0.0; | |
float exponent = 2.0 * texel.a - 127.0 + dot(gte128, MAGIC_VEC); | |
float res = exp2(round(exponent)); | |
texel.b = texel.b - 128.0 * gte128.x; | |
res = dot(texel, SCALE_FACTOR) * exp2(round(exponent-23.0)) + res; | |
res *= gte128.y * -2.0 + 1.0; | |
return res; | |
} | |
float decode16(vec4 texel, int index) { | |
int channel = integerMod(index, 2); | |
if (channel == 0) return texel.r * 255.0 + texel.g * 65280.0; | |
if (channel == 1) return texel.b * 255.0 + texel.a * 65280.0; | |
return 0.0; | |
} | |
float decode8(vec4 texel, int index) { | |
int channel = integerMod(index, 4); | |
if (channel == 0) return texel.r * 255.0; | |
if (channel == 1) return texel.g * 255.0; | |
if (channel == 2) return texel.b * 255.0; | |
if (channel == 3) return texel.a * 255.0; | |
return 0.0; | |
} | |
vec4 legacyEncode32(float f) { | |
float F = abs(f); | |
float sign = f < 0.0 ? 1.0 : 0.0; | |
float exponent = floor(log2(F)); | |
float mantissa = (exp2(-exponent) * F); | |
// exponent += floor(log2(mantissa)); | |
vec4 texel = vec4(F * exp2(23.0-exponent)) * SCALE_FACTOR_INV; | |
texel.rg = integerMod(texel.rg, 256.0); | |
texel.b = integerMod(texel.b, 128.0); | |
texel.a = exponent*0.5 + 63.5; | |
texel.ba += vec2(integerMod(exponent+127.0, 2.0), sign) * 128.0; | |
texel = floor(texel); | |
texel *= 0.003921569; // 1/255 | |
return texel; | |
} | |
// https://github.com/gpujs/gpu.js/wiki/Encoder-details | |
vec4 encode32(float value) { | |
if (value == 0.0) return vec4(0, 0, 0, 0); | |
float exponent; | |
float mantissa; | |
vec4 result; | |
float sgn; | |
sgn = step(0.0, -value); | |
value = abs(value); | |
exponent = floor(log2(value)); | |
mantissa = value*pow(2.0, -exponent)-1.0; | |
exponent = exponent+127.0; | |
result = vec4(0,0,0,0); | |
result.a = floor(exponent/2.0); | |
exponent = exponent - result.a*2.0; | |
result.a = result.a + 128.0*sgn; | |
result.b = floor(mantissa * 128.0); | |
mantissa = mantissa - result.b / 128.0; | |
result.b = result.b + exponent*128.0; | |
result.g = floor(mantissa*32768.0); | |
mantissa = mantissa - result.g/32768.0; | |
result.r = floor(mantissa*8388608.0); | |
return result/255.0; | |
} | |
// Dragons end here | |
int index; | |
ivec3 threadId; | |
ivec3 indexTo3D(int idx, ivec3 texDim) { | |
int z = int(idx / (texDim.x * texDim.y)); | |
idx -= z * int(texDim.x * texDim.y); | |
int y = int(idx / texDim.x); | |
int x = int(integerMod(idx, texDim.x)); | |
return ivec3(x, y, z); | |
} | |
float get32(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + texDim.x * (y + texDim.y * z); | |
int w = texSize.x; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
vec4 texel = texture2D(tex, st / vec2(texSize)); | |
return decode32(texel); | |
} | |
float get16(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + texDim.x * (y + texDim.y * z); | |
int w = texSize.x * 2; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
vec4 texel = texture2D(tex, st / vec2(texSize.x * 2, texSize.y)); | |
return decode16(texel, index); | |
} | |
float get8(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + texDim.x * (y + texDim.y * z); | |
int w = texSize.x * 4; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
vec4 texel = texture2D(tex, st / vec2(texSize.x * 4, texSize.y)); | |
return decode8(texel, index); | |
} | |
float getMemoryOptimized32(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + texDim.x * (y + texDim.y * z); | |
int channel = integerMod(index, 4); | |
index = index / 4; | |
int w = texSize.x; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
vec4 texel = texture2D(tex, st / vec2(texSize)); | |
if (channel == 0) return texel.r; | |
if (channel == 1) return texel.g; | |
if (channel == 2) return texel.b; | |
if (channel == 3) return texel.a; | |
return 0.0; | |
} | |
vec4 getImage2D(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + texDim.x * (y + texDim.y * z); | |
int w = texSize.x; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
return texture2D(tex, st / vec2(texSize)); | |
} | |
float getFloatFromSampler2D(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
vec4 result = getImage2D(tex, texSize, texDim, z, y, x); | |
return result[0]; | |
} | |
vec2 getVec2FromSampler2D(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
vec4 result = getImage2D(tex, texSize, texDim, z, y, x); | |
return vec2(result[0], result[1]); | |
} | |
vec2 getMemoryOptimizedVec2(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + (texDim.x * (y + (texDim.y * z))); | |
int channel = integerMod(index, 2); | |
index = index / 2; | |
int w = texSize.x; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
vec4 texel = texture2D(tex, st / vec2(texSize)); | |
if (channel == 0) return vec2(texel.r, texel.g); | |
if (channel == 1) return vec2(texel.b, texel.a); | |
return vec2(0.0, 0.0); | |
} | |
vec3 getVec3FromSampler2D(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
vec4 result = getImage2D(tex, texSize, texDim, z, y, x); | |
return vec3(result[0], result[1], result[2]); | |
} | |
vec3 getMemoryOptimizedVec3(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int fieldIndex = 3 * (x + texDim.x * (y + texDim.y * z)); | |
int vectorIndex = fieldIndex / 4; | |
int vectorOffset = fieldIndex - vectorIndex * 4; | |
int readY = vectorIndex / texSize.x; | |
int readX = vectorIndex - readY * texSize.x; | |
vec4 tex1 = texture2D(tex, (vec2(readX, readY) + 0.5) / vec2(texSize)); | |
if (vectorOffset == 0) { | |
return tex1.xyz; | |
} else if (vectorOffset == 1) { | |
return tex1.yzw; | |
} else { | |
readX++; | |
if (readX >= texSize.x) { | |
readX = 0; | |
readY++; | |
} | |
vec4 tex2 = texture2D(tex, vec2(readX, readY) / vec2(texSize)); | |
if (vectorOffset == 2) { | |
return vec3(tex1.z, tex1.w, tex2.x); | |
} else { | |
return vec3(tex1.w, tex2.x, tex2.y); | |
} | |
} | |
} | |
vec4 getVec4FromSampler2D(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
return getImage2D(tex, texSize, texDim, z, y, x); | |
} | |
vec4 getMemoryOptimizedVec4(sampler2D tex, ivec2 texSize, ivec3 texDim, int z, int y, int x) { | |
int index = x + texDim.x * (y + texDim.y * z); | |
int channel = integerMod(index, 2); | |
int w = texSize.x; | |
vec2 st = vec2(float(integerMod(index, w)), float(index / w)) + 0.5; | |
vec4 texel = texture2D(tex, st / vec2(texSize)); | |
return vec4(texel.r, texel.g, texel.b, texel.a); | |
} | |
vec4 actualColor; | |
void color(float r, float g, float b, float a) { | |
actualColor = vec4(r,g,b,a); | |
} | |
void color(float r, float g, float b) { | |
color(r,g,b,1.0); | |
} | |
void color(sampler2D image) { | |
actualColor = texture2D(image, vTexCoord); | |
} | |
uniform sampler2D user_value1; | |
ivec2 user_value1Size = ivec2(1, 1); | |
ivec3 user_value1Dim = ivec3(1, 1, 1); | |
uniform sampler2D user_value2; | |
ivec2 user_value2Size = ivec2(1, 1); | |
ivec3 user_value2Dim = ivec3(1, 1, 1); | |
float kernelResult; | |
float subKernelResult_oneOff = 0.0; | |
float oneOff(float user_value) { | |
subKernelResult_oneOff = user_value;return subKernelResult_oneOff; | |
} | |
void kernel() { | |
oneOff((getFloatFromSampler2D(user_value2, user_value2Size, user_value2Dim, 0, 0, 0)-1.0)); | |
kernelResult = (getFloatFromSampler2D(user_value1, user_value1Size, user_value1Dim, 0, 0, 0)+1.0);return; | |
} | |
void main(void) { | |
index = int(vTexCoord.s * float(uTexSize.x)) + int(vTexCoord.t * float(uTexSize.y)) * uTexSize.x; | |
threadId = indexTo3D(index, uOutputDim); | |
kernel(); | |
gl_FragData[0][0] = kernelResult; | |
gl_FragData[1][0] = subKernelResult_oneOff; | |
}`); | |
gl.compileShader(glVariable6); | |
const glVariable7 = gl.getShaderParameter(glVariable5, gl.COMPILE_STATUS); | |
const glVariable8 = gl.getShaderParameter(glVariable6, gl.COMPILE_STATUS); | |
const glVariable9 = gl.createProgram(); | |
gl.attachShader(glVariable9, glVariable5); | |
gl.attachShader(glVariable9, glVariable6); | |
gl.linkProgram(glVariable9); | |
const glVariable10 = gl.createFramebuffer(); | |
const glVariable11 = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, glVariable11); | |
gl.bufferData(gl.ARRAY_BUFFER, 64, gl.STATIC_DRAW); | |
const glVariable12 = new Float32Array([-1,-1,1,-1,-1,1,1,1]); | |
gl.bufferSubData(gl.ARRAY_BUFFER, 0, glVariable12); | |
const glVariable13 = new Float32Array([0,0,1,0,0,1,1,1]); | |
gl.bufferSubData(gl.ARRAY_BUFFER, 32, glVariable13); | |
const glVariable14 = gl.getAttribLocation(glVariable9, 'aPos'); | |
gl.enableVertexAttribArray(glVariable14); | |
gl.vertexAttribPointer(glVariable14, 2, gl.FLOAT, false, 0, 0); | |
const glVariable15 = gl.getAttribLocation(glVariable9, 'aTexCoord'); | |
gl.enableVertexAttribArray(glVariable15); | |
gl.vertexAttribPointer(glVariable15, 2, gl.FLOAT, false, 0, 32); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, glVariable10); | |
gl.useProgram(glVariable9); | |
const glVariable16 = gl.createTexture(); | |
gl.activeTexture(33986); | |
gl.bindTexture(gl.TEXTURE_2D, glVariable16); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.FLOAT, null); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glVariable16, 0); | |
const glVariable17 = gl.createTexture(); | |
gl.activeTexture(33986); | |
gl.bindTexture(gl.TEXTURE_2D, glVariable17); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.FLOAT, null); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, 36065, gl.TEXTURE_2D, glVariable17, 0); | |
/** start of injected functions **/ | |
function flattenTo(array, target) { | |
if (/*utils.*/isArray(array[0])) { | |
if (/*utils.*/isArray(array[0][0])) { | |
if (/*utils.*/isArray(array[0][0][0])) { | |
/*utils.*/flatten4dArrayTo(array, target); | |
} else { | |
/*utils.*/flatten3dArrayTo(array, target); | |
} | |
} else { | |
/*utils.*/flatten2dArrayTo(array, target); | |
} | |
} else { | |
target.set(array); | |
} | |
} | |
function flatten2dArrayTo(array, target) { | |
let offset = 0; | |
for (let y = 0; y < array.length; y++) { | |
target.set(array[y], offset); | |
offset += array[y].length; | |
} | |
} | |
function flatten3dArrayTo(array, target) { | |
let offset = 0; | |
for (let z = 0; z < array.length; z++) { | |
for (let y = 0; y < array[z].length; y++) { | |
target.set(array[z][y], offset); | |
offset += array[z][y].length; | |
} | |
} | |
} | |
function flatten4dArrayTo(array, target) { | |
let offset = 0; | |
for (let l = 0; l < array.length; l++) { | |
for (let z = 0; z < array[l].length; z++) { | |
for (let y = 0; y < array[l][z].length; y++) { | |
target.set(array[l][z][y], offset); | |
offset += array[l][z][y].length; | |
} | |
} | |
} | |
} | |
function isArray(array) { | |
return !isNaN(array.length); | |
} | |
/** end of injected functions **/ | |
const innerKernel = function (value1, value2) { | |
/** start setup uploads for kernel values **/ | |
const uploadValue_value1 = value1.texture; | |
const uploadValue_value2 = value2.texture; | |
/** end setup uploads for kernel values **/ | |
gl.useProgram(glVariable9); | |
gl.scissor(0, 0, 1, 1); | |
const glVariable18 = gl.getUniformLocation(glVariable9, 'ratio'); | |
gl.uniform2f(glVariable18, 1, 1); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D, uploadValue_value1); | |
const glVariable19 = gl.getUniformLocation(glVariable9, 'user_value1'); | |
gl.uniform1i(glVariable19, 0); | |
gl.activeTexture(33985); | |
gl.bindTexture(gl.TEXTURE_2D, uploadValue_value2); | |
const glVariable20 = gl.getUniformLocation(glVariable9, 'user_value2'); | |
gl.uniform1i(glVariable20, 1); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, glVariable10); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glVariable16, 0); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, 36065, gl.TEXTURE_2D, glVariable17, 0); | |
glVariables3.drawBuffersWEBGL([gl.COLOR_ATTACHMENT0, 36065]); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
gl.getError(); | |
return { | |
result: { | |
texture: glVariable16, | |
type: 'ArrayTexture(1)', | |
toArray: () => { | |
const erectFloat = (array, width) => { | |
const xResults = new Float32Array(width); | |
let i = 0; | |
for (let x = 0;(x<width);x++) { | |
xResults[x]=array[i]; | |
i+=4; | |
}; | |
return xResults; | |
}; | |
function renderRawOutput() { | |
const framebuffer = gl.createFramebuffer(); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glVariable16, 0); | |
const result = new Float32Array((({"0":1,"1":1}[0]*{"0":1,"1":1}[1])*4)); | |
gl.readPixels(0, 0, {"0":1,"1":1}[0], {"0":1,"1":1}[1], gl.RGBA, gl.FLOAT, result); | |
return result; | |
} | |
function renderValues() { | |
if (false) return null; | |
return renderRawOutput(); | |
} | |
function toArray() { | |
return erectFloat(renderValues(), [1][0]); | |
} | |
return toArray(); | |
} | |
}, | |
oneOffValue: { | |
texture: glVariable17, | |
type: 'ArrayTexture(1)', | |
toArray: () => { | |
const erectFloat = (array, width) => { | |
const xResults = new Float32Array(width); | |
let i = 0; | |
for (let x = 0;(x<width);x++) { | |
xResults[x]=array[i]; | |
i+=4; | |
}; | |
return xResults; | |
}; | |
function renderRawOutput() { | |
const framebuffer = gl.createFramebuffer(); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glVariable17, 0); | |
const result = new Float32Array((({"0":1,"1":1}[0]*{"0":1,"1":1}[1])*4)); | |
gl.readPixels(0, 0, {"0":1,"1":1}[0], {"0":1,"1":1}[1], gl.RGBA, gl.FLOAT, result); | |
return result; | |
} | |
function renderValues() { | |
if (false) return null; | |
return renderRawOutput(); | |
} | |
function toArray() { | |
return erectFloat(renderValues(), [1][0]); | |
} | |
return toArray(); | |
} | |
}, | |
}; | |
}; | |
return innerKernel; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment