diff options
Diffstat (limited to 'web/pw-visualizer/src/webgl/index.ts')
-rw-r--r-- | web/pw-visualizer/src/webgl/index.ts | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/web/pw-visualizer/src/webgl/index.ts b/web/pw-visualizer/src/webgl/index.ts index fdb7886..1742713 100644 --- a/web/pw-visualizer/src/webgl/index.ts +++ b/web/pw-visualizer/src/webgl/index.ts @@ -4,15 +4,22 @@ import { VertexBuffer, IndexBuffer } from './buffer'; import { VertexArray, VertexBufferLayout } from './vertexBufferLayout'; import { Renderer } from './renderer'; import { Texture } from './texture'; +import * as assets from "../assets"; -const URL = window.location.origin+window.location.pathname; -const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1); +// const URL = window.location.origin+window.location.pathname; +// const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1); async function create_texture_from_svg(gl: WebGLRenderingContext, name: string, path: string, width: number, height: number): Promise<Texture> { const [mesh, factory] = await Promise.all([ url_to_mesh(path), - ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/svg.glsl") + ShaderFactory.create_factory( + // assets.simpleFragmentShader, + // assets.simpleVertexShader, + // TODO: previously: this was the old code, which was not working. + // what is the correct shader here? + "static/shaders/frag/static_color.glsl", "static/shaders/vert/svg.glsl" + ) ]); const program = factory.create_shader(gl); @@ -54,7 +61,7 @@ async function main() { console.log(Math.max(...mesh.positions), Math.min(...mesh.positions)); const renderer = new Renderer(); - const factory = await ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/simple.glsl"); + const factory = await ShaderFactory.create_factory(assets.simpleFragmentShader, assets.simpleVertexShader); const program = factory.create_shader(gl); var positionBuffer = new VertexBuffer(gl, mesh.positions); |