Skip to content

Commit

Permalink
Deploying to gh-pages from @ 2d47334 🚀
Browse files Browse the repository at this point in the history
  • Loading branch information
greggman committed Mar 8, 2024
1 parent 8fb2994 commit 94c225a
Show file tree
Hide file tree
Showing 29 changed files with 55 additions and 55 deletions.
54 changes: 27 additions & 27 deletions main.js
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@ var aBuffer = {
description: `Demonstrates order independent transparency using a per-pixel
linked-list of translucent fragments. Provides a choice for
limiting memory usage (when required).`,
filename: 'sample/a-buffer',
filename: "sample/a-buffer",
sources: [
{ path: 'main.ts' },
{ path: 'opaque.wgsl' },
Expand All @@ -66,14 +66,14 @@ var aBuffer = {
var animometer = {
name: 'Animometer',
description: 'A WebGPU port of the Animometer MotionMark benchmark.',
filename: 'sample/animometer',
filename: "sample/animometer",
sources: [{ path: 'main.ts' }, { path: 'animometer.wgsl' }],
};

var bitonicSort = {
name: 'Bitonic Sort',
description: "A naive bitonic sort algorithm executed on the GPU, based on tgfrerer's implementation at poniesandlight.co.uk/reflect/bitonic_merge_sort/. Each dispatch of the bitonic sort shader dispatches a workgroup containing elements/2 invocations. The GUI's Execution Information folder contains information about the sort's current state. The visualizer displays the sort's results as colored cells sorted from brightest to darkest.",
filename: 'sample/bitonicSort',
filename: "sample/bitonicSort",
sources: [
{ path: 'main.ts' },
{ path: 'bitonicDisplay.ts' },
Expand All @@ -87,7 +87,7 @@ var bitonicSort = {
var cameras = {
name: 'Cameras',
description: 'This example provides example camera implementations',
filename: 'sample/cameras',
filename: "sample/cameras",
sources: [
{ path: 'main.ts' },
{ path: 'camera.ts' },
Expand All @@ -100,7 +100,7 @@ var cameras = {
var cornell = {
name: 'Cornell box',
description: 'A classic Cornell box, using a lightmap generated using software ray-tracing.',
filename: 'sample/cornell',
filename: "sample/cornell",
sources: [
{ path: 'main.ts' },
{ path: 'common.ts' },
Expand All @@ -123,7 +123,7 @@ var computeBoids = {
the flocking behavior of birds. A compute shader updates \
two ping-pong buffers which store particle data. The data \
is used to draw instanced particles.',
filename: 'sample/computeBoids',
filename: "sample/computeBoids",
sources: [
{ path: 'main.ts' },
{ path: 'updateSprites.wgsl' },
Expand All @@ -134,7 +134,7 @@ is used to draw instanced particles.',
var cubemap = {
name: 'Cubemap',
description: 'This example shows how to render and sample from a cubemap texture.',
filename: 'sample/cubemap',
filename: "sample/cubemap",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand All @@ -154,7 +154,7 @@ var deferredRendering = {
The debug view shows the depth buffer on the left (flipped and scaled a bit to make it more visible), the normal G buffer
in the middle, and the albedo G-buffer on the right side of the screen.
`,
filename: 'sample/deferredRendering',
filename: "sample/deferredRendering",
sources: [
{ path: 'main.ts' },
{ path: 'vertexWriteGBuffers.wgsl' },
Expand All @@ -170,7 +170,7 @@ var fractalCube = {
name: 'Fractal Cube',
description: "This example uses the previous frame's rendering result \
as the source texture for the next frame.",
filename: 'sample/fractalCube',
filename: "sample/fractalCube",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand All @@ -182,7 +182,7 @@ var fractalCube = {
var gameOfLife = {
name: "Conway's Game of Life",
description: "This example shows how to make Conway's game of life. First, use compute shader to calculate how cells grow or die. Then use render pipeline to draw cells by using instance mesh.",
filename: 'sample/gameOfLife',
filename: "sample/gameOfLife",
sources: [
{ path: 'main.ts' },
{ path: 'compute.wgsl' },
Expand All @@ -194,7 +194,7 @@ var gameOfLife = {
var helloTriangle = {
name: 'Hello Triangle',
description: 'Shows rendering a basic triangle.',
filename: 'sample/helloTriangle',
filename: "sample/helloTriangle",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/triangle.vert.wgsl' },
Expand All @@ -205,7 +205,7 @@ var helloTriangle = {
var helloTriangleMSAA = {
name: 'Hello Triangle MSAA',
description: 'Shows multisampled rendering a basic triangle.',
filename: 'sample/helloTriangleMSAA',
filename: "sample/helloTriangleMSAA",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/triangle.vert.wgsl' },
Expand All @@ -216,7 +216,7 @@ var helloTriangleMSAA = {
var imageBlur = {
name: 'Image Blur',
description: 'This example shows how to blur an image using a WebGPU compute shader.',
filename: 'sample/imageBlur',
filename: "sample/imageBlur",
sources: [
{ path: 'main.ts' },
{ path: 'blur.wgsl' },
Expand All @@ -227,7 +227,7 @@ var imageBlur = {
var instancedCube = {
name: 'Instanced Cube',
description: 'This example shows the use of instancing.',
filename: 'sample/instancedCube',
filename: "sample/instancedCube",
sources: [
{ path: 'main.ts' },
{ path: 'instanced.vert.wgsl' },
Expand All @@ -239,7 +239,7 @@ var instancedCube = {
var normalMap = {
name: 'Normal Mapping',
description: 'This example demonstrates multiple different methods that employ fragment shaders to achieve additional perceptual depth on the surface of a cube mesh. Demonstrated methods include normal mapping, parallax mapping, and steep parallax mapping.',
filename: 'sample/normalMap',
filename: "sample/normalMap",
sources: [
{ path: 'main.ts' },
{ path: 'normalMap.wgsl' },
Expand All @@ -252,7 +252,7 @@ var normalMap = {
var particles = {
name: 'Particles',
description: 'This example demonstrates rendering of particles simulated with compute shaders.',
filename: 'sample/particles',
filename: "sample/particles",
sources: [
{ path: 'main.ts' },
{ path: './particle.wgsl' },
Expand All @@ -266,7 +266,7 @@ var renderBundles = {
meshes individually as a proxy for a more complex scene in order to demonstrate the reduction
in JavaScript time spent to issue render commands. (Typically a scene like this would make use
of instancing to reduce draw overhead.)`,
filename: 'sample/renderBundles',
filename: "sample/renderBundles",
sources: [
{ path: 'main.ts' },
{ path: 'mesh.wgsl' },
Expand All @@ -277,7 +277,7 @@ var renderBundles = {
var resizeCanvas = {
name: 'Resize Canvas',
description: 'Shows multisampled rendering a basic triangle on a dynamically sized canvas.',
filename: 'sample/resizeCanvas',
filename: "sample/resizeCanvas",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/triangle.vert.wgsl' },
Expand All @@ -298,7 +298,7 @@ var reversedZ = {
https://developer.nvidia.com/content/depth-precision-visualized
https://web.archive.org/web/20220724174000/https://thxforthefish.com/posts/reverse_z/
`,
filename: 'sample/reversedZ',
filename: "sample/reversedZ",
sources: [
{ path: 'main.ts' },
{ path: 'vertex.wgsl' },
Expand All @@ -314,7 +314,7 @@ var reversedZ = {
var rotatingCube = {
name: 'Rotating Cube',
description: 'This example shows how to upload uniform data every frame to render a rotating object.',
filename: 'sample/rotatingCube',
filename: "sample/rotatingCube",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand All @@ -326,7 +326,7 @@ var rotatingCube = {
var samplerParameters = {
name: 'Sampler Parameters',
description: 'Visualizes what all the sampler parameters do. Shows a textured plane at various scales (rotated, head-on, in perspective, and in vanishing perspective). The bottom-right view shows the raw contents of the 4 mipmap levels of the test texture (16x16, 8x8, 4x4, and 2x2).',
filename: 'sample/samplerParameters',
filename: "sample/samplerParameters",
sources: [
{ path: 'main.ts' },
{ path: './texturedSquare.wgsl' },
Expand All @@ -337,7 +337,7 @@ var samplerParameters = {
var shadowMapping = {
name: 'Shadow Mapping',
description: 'This example shows how to sample from a depth texture to render shadows.',
filename: 'sample/shadowMapping',
filename: "sample/shadowMapping",
sources: [
{ path: 'main.ts' },
{ path: 'vertexShadow.wgsl' },
Expand All @@ -349,7 +349,7 @@ var shadowMapping = {
var skinnedMesh = {
name: 'Skinned Mesh',
description: 'A demonstration of basic gltf loading and mesh skinning, ported from https://webgl2fundamentals.org/webgl/lessons/webgl-skinning.html. Mesh data, per vertex attributes, and skin inverseBindMatrices are taken from the json parsed from the binary output of the .glb file. Animations are generated progrmatically, with animated joint matrices updated and passed to shaders per frame via uniform buffers.',
filename: 'sample/skinnedMesh',
filename: "sample/skinnedMesh",
sources: [
{ path: 'main.ts' },
{ path: 'gridData.ts' },
Expand All @@ -364,7 +364,7 @@ var skinnedMesh = {
var texturedCube = {
name: 'Textured Cube',
description: 'This example shows how to bind and sample textures.',
filename: 'sample/texturedCube',
filename: "sample/texturedCube",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand All @@ -379,7 +379,7 @@ var twoCubes = {
involved when updating and binding multiple slices of a \
uniform buffer. It renders two rotating cubes which have transform \
matrices at different offsets in a uniform buffer.',
filename: 'sample/twoCubes',
filename: "sample/twoCubes",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand All @@ -391,7 +391,7 @@ var twoCubes = {
var videoUploading = {
name: 'Video Uploading',
description: 'This example shows how to upload video frame to WebGPU.',
filename: 'sample/videoUploading',
filename: "sample/videoUploading",
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/fullscreenTexturedQuad.wgsl' },
Expand All @@ -404,7 +404,7 @@ var worker = {
description: `This example shows one method of using WebGPU in a web worker and presenting to
the main thread. It uses canvas.transferControlToOffscreen() to produce an offscreen canvas
which is then transferred to the worker where all the WebGPU calls are made.`,
filename: 'sample/worker',
filename: "sample/worker",
sources: [
{ path: 'main.ts' },
{ path: 'worker.ts' },
Expand Down
2 changes: 1 addition & 1 deletion main.js.map

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion sample/a-buffer/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ export default {
description: `Demonstrates order independent transparency using a per-pixel
linked-list of translucent fragments. Provides a choice for
limiting memory usage (when required).`,
filename: 'sample/a-buffer',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'opaque.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/animometer/meta.ts
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
export default {
name: 'Animometer',
description: 'A WebGPU port of the Animometer MotionMark benchmark.',
filename: 'sample/animometer',
filename: __DIRNAME__,
sources: [{ path: 'main.ts' }, { path: 'animometer.wgsl' }],
};
2 changes: 1 addition & 1 deletion sample/bitonicSort/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: 'Bitonic Sort',
description:
"A naive bitonic sort algorithm executed on the GPU, based on tgfrerer's implementation at poniesandlight.co.uk/reflect/bitonic_merge_sort/. Each dispatch of the bitonic sort shader dispatches a workgroup containing elements/2 invocations. The GUI's Execution Information folder contains information about the sort's current state. The visualizer displays the sort's results as colored cells sorted from brightest to darkest.",
filename: 'sample/bitonicSort',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'bitonicDisplay.ts' },
Expand Down
2 changes: 1 addition & 1 deletion sample/cameras/meta.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
export default {
name: 'Cameras',
description: 'This example provides example camera implementations',
filename: 'sample/cameras',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'camera.ts' },
Expand Down
2 changes: 1 addition & 1 deletion sample/computeBoids/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ export default {
the flocking behavior of birds. A compute shader updates \
two ping-pong buffers which store particle data. The data \
is used to draw instanced particles.',
filename: 'sample/computeBoids',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'updateSprites.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/cornell/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: 'Cornell box',
description:
'A classic Cornell box, using a lightmap generated using software ray-tracing.',
filename: 'sample/cornell',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'common.ts' },
Expand Down
2 changes: 1 addition & 1 deletion sample/cubemap/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: 'Cubemap',
description:
'This example shows how to render and sample from a cubemap texture.',
filename: 'sample/cubemap',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/deferredRendering/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ export default {
The debug view shows the depth buffer on the left (flipped and scaled a bit to make it more visible), the normal G buffer
in the middle, and the albedo G-buffer on the right side of the screen.
`,
filename: 'sample/deferredRendering',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'vertexWriteGBuffers.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/fractalCube/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ export default {
description:
"This example uses the previous frame's rendering result \
as the source texture for the next frame.",
filename: 'sample/fractalCube',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/basic.vert.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/gameOfLife/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: "Conway's Game of Life",
description:
"This example shows how to make Conway's game of life. First, use compute shader to calculate how cells grow or die. Then use render pipeline to draw cells by using instance mesh.",
filename: 'sample/gameOfLife',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'compute.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/helloTriangle/meta.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
export default {
name: 'Hello Triangle',
description: 'Shows rendering a basic triangle.',
filename: 'sample/helloTriangle',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/triangle.vert.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/helloTriangleMSAA/meta.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
export default {
name: 'Hello Triangle MSAA',
description: 'Shows multisampled rendering a basic triangle.',
filename: 'sample/helloTriangleMSAA',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: '../../shaders/triangle.vert.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/imageBlur/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: 'Image Blur',
description:
'This example shows how to blur an image using a WebGPU compute shader.',
filename: 'sample/imageBlur',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'blur.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/instancedCube/meta.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
export default {
name: 'Instanced Cube',
description: 'This example shows the use of instancing.',
filename: 'sample/instancedCube',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'instanced.vert.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/normalMap/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: 'Normal Mapping',
description:
'This example demonstrates multiple different methods that employ fragment shaders to achieve additional perceptual depth on the surface of a cube mesh. Demonstrated methods include normal mapping, parallax mapping, and steep parallax mapping.',
filename: 'sample/normalMap',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'normalMap.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/particles/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ export default {
name: 'Particles',
description:
'This example demonstrates rendering of particles simulated with compute shaders.',
filename: 'sample/particles',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: './particle.wgsl' },
Expand Down
2 changes: 1 addition & 1 deletion sample/renderBundles/meta.ts
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ export default {
meshes individually as a proxy for a more complex scene in order to demonstrate the reduction
in JavaScript time spent to issue render commands. (Typically a scene like this would make use
of instancing to reduce draw overhead.)`,
filename: 'sample/renderBundles',
filename: __DIRNAME__,
sources: [
{ path: 'main.ts' },
{ path: 'mesh.wgsl' },
Expand Down
Loading

0 comments on commit 94c225a

Please sign in to comment.