gpu.js/examples/slow-fade.html
Robert Plummer ed1cd94448 feat: Added features and fixes for the following issues:
...it kind of snowballed from some needs
Fixes #521 - If `tactic` is not set, check precision allowed from WebGL, and automatically change based off needs, otherwise use value from `tactic`.
Fixes #535 - Internally check if texture from argument is the same as output, if so, clone this texture, and then clean it up after the kernel runs.
Fixes #536 - Normalize all declarations to non-destructured, and then parse
Fixes #537 - Change logic
Fixes #538 - Found the GL script that would work, and reduced the methods to use it
Fixes #539 - Found a better way of testing random, and this gives me an error for 1 in 10 runs, acceptable

Some refactoring for less duplicate code and documentation
2019-11-26 10:55:28 -05:00

47 lines
935 B
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Slow Fade</title>
</head>
<body>
<h1>Slow Fade</h1>
<div>
<canvas id="c"></canvas>
</div>
</body>
<script src="../dist/gpu-browser.min.js"></script>
<script>
const canvas = document.getElementById('c');
const gpu = new GPU({
canvas: canvas,
mode: 'gpu'
});
const dim = 512;
const kernel = gpu.createKernel(
function(x) {
this.color(
(x * (this.thread.y + this.thread.x)) / 1024,
(x * (this.thread.y * this.thread.x)) / (1024 * 1024),
(x * (this.thread.y * 2 * this.thread.x)) / (1024 * 2),
1
);
},
{
useLegacyEncoder: true,
output: [dim, dim],
graphical: true
}
);
let param = 0;
const doDraw = () => {
kernel(param);
param += 0.001;
window.requestAnimationFrame(doDraw);
};
window.requestAnimationFrame(doDraw);
</script>
</html>