Do a double frequency spectrum instead of a single one
Just looks nicer in its current iteration
This commit is contained in:
parent
4336c718fc
commit
c962a9f8b2
|
@ -5,7 +5,7 @@ import { Cube } from "./cube";
|
||||||
import vertexSource from "./shaders/vertices.glsl";
|
import vertexSource from "./shaders/vertices.glsl";
|
||||||
import fragmentSource from "./shaders/fragments.glsl";
|
import fragmentSource from "./shaders/fragments.glsl";
|
||||||
|
|
||||||
const ROTATION_SPEED = 0.25;
|
const ROTATION_SPEED = 0.0;
|
||||||
const BACKGROUND_COLOR = [0.0588235294118, 0.0588235294118, 0.0588235294118];
|
const BACKGROUND_COLOR = [0.0588235294118, 0.0588235294118, 0.0588235294118];
|
||||||
|
|
||||||
class RendererError extends Error {}
|
class RendererError extends Error {}
|
||||||
|
|
|
@ -26,11 +26,9 @@ void main() {
|
||||||
// they should align to the X axis.
|
// they should align to the X axis.
|
||||||
float instanceX =
|
float instanceX =
|
||||||
float(gl_InstanceID * 2) * abs(aVertexPosition.x) + aVertexPosition.x;
|
float(gl_InstanceID * 2) * abs(aVertexPosition.x) + aVertexPosition.x;
|
||||||
// Since we want to scale the boxes by their frequencies, make the Y
|
// To scale the boxes by their frequencies, scale vertex Y by the
|
||||||
// positions of any vertices that are > 0 (1, because this is a
|
// frequency.
|
||||||
// cube) = the height of the frequency.
|
float vertexY = aVertexPosition.y * aHeight;
|
||||||
float vertexY =
|
|
||||||
aVertexPosition.y > 0.0 ? aVertexPosition.y * aHeight : aVertexPosition.y;
|
|
||||||
|
|
||||||
gl_Position = uProjectionMatrix * uModelViewMatrix *
|
gl_Position = uProjectionMatrix * uModelViewMatrix *
|
||||||
vec4(instanceX, vertexY, aVertexPosition.zw);
|
vec4(instanceX, vertexY, aVertexPosition.zw);
|
||||||
|
|
Reference in a new issue