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update tests
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packages/typegpu/tests/examples/individual/jump-flood.test.ts

Lines changed: 29 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -23,50 +23,52 @@ describe('jump flood example', () => {
2323
2424
@group(1) @binding(0) var writeView_3: texture_storage_2d_array<rgba16float, write>;
2525
26-
var<private> seed_6: vec2f;
26+
@group(0) @binding(1) var<uniform> timeUniform_4: f32;
2727
28-
fn seed2_5(value: vec2f) {
29-
seed_6 = value;
28+
var<private> seed_7: vec2f;
29+
30+
fn seed2_6(value: vec2f) {
31+
seed_7 = value;
3032
}
3133
32-
fn randSeed2_4(seed: vec2f) {
33-
seed2_5(seed);
34+
fn randSeed2_5(seed: vec2f) {
35+
seed2_6(seed);
3436
}
3537
36-
fn item_8() -> f32 {
37-
let a = dot(seed_6, vec2f(23.140779495239258, 232.6168975830078));
38-
let b = dot(seed_6, vec2f(54.47856521606445, 345.8415222167969));
39-
seed_6.x = fract((cos(a) * 136.8168f));
40-
seed_6.y = fract((cos(b) * 534.7645f));
41-
return seed_6.y;
38+
fn item_9() -> f32 {
39+
let a = dot(seed_7, vec2f(23.140779495239258, 232.6168975830078));
40+
let b = dot(seed_7, vec2f(54.47856521606445, 345.8415222167969));
41+
seed_7.x = fract((cos(a) * 136.8168f));
42+
seed_7.y = fract((cos(b) * 534.7645f));
43+
return seed_7.y;
4244
}
4345
44-
fn randFloat01_7() -> f32 {
45-
return item_8();
46+
fn randFloat01_8() -> f32 {
47+
return item_9();
4648
}
4749
48-
@group(0) @binding(1) var<uniform> seedThresholdUniform_9: f32;
50+
@group(0) @binding(2) var<uniform> seedThresholdUniform_10: f32;
4951
50-
const palette_10: array<vec3f, 4> = array<vec3f, 4>(vec3f(0.9215686321258545, 0.8117647171020508, 1), vec3f(0.7176470756530762, 0.545098066329956, 0.9803921580314636), vec3f(0.545098066329956, 0.3607843220233917, 0.9647058844566345), vec3f(0.4274509847164154, 0.2666666805744171, 0.9490196108818054));
52+
const palette_11: array<vec3f, 4> = array<vec3f, 4>(vec3f(0.9215686321258545, 0.8117647171020508, 1), vec3f(0.7176470756530762, 0.545098066329956, 0.9803921580314636), vec3f(0.545098066329956, 0.3607843220233917, 0.9647058844566345), vec3f(0.4274509847164154, 0.2666666805744171, 0.9490196108818054));
5153
5254
fn wrappedCallback_2(x: u32, y: u32, _arg_2: u32) {
5355
var size = textureDimensions(writeView_3);
54-
randSeed2_4((vec2f(f32(x), f32(y)) / vec2f(size)));
55-
let randomVal = randFloat01_7();
56-
let isSeed = (randomVal >= seedThresholdUniform_9);
57-
let paletteColor = palette_10[u32(floor((randFloat01_7() * 4f)))];
58-
var variation = (vec3f((randFloat01_7() - 0.5f), (randFloat01_7() - 0.5f), (randFloat01_7() - 0.5f)) * 0.15);
56+
randSeed2_5(((vec2f(f32(x), f32(y)) / vec2f(size)) + timeUniform_4));
57+
let randomVal = randFloat01_8();
58+
let isSeed = (randomVal >= seedThresholdUniform_10);
59+
let paletteColor = palette_11[u32(floor((randFloat01_8() * 4f)))];
60+
var variation = (vec3f((randFloat01_8() - 0.5f), (randFloat01_8() - 0.5f), (randFloat01_8() - 0.5f)) * 0.15);
5961
var color = select(vec4f(), vec4f(saturate((paletteColor + variation)), 1f), isSeed);
6062
var coord = select(vec2f(-1), (vec2f(f32(x), f32(y)) / vec2f(size)), isSeed);
6163
textureStore(writeView_3, vec2i(i32(x), i32(y)), 0, color);
6264
textureStore(writeView_3, vec2i(i32(x), i32(y)), 1, vec4f(coord, 0f, 0f));
6365
}
6466
65-
struct mainCompute_Input_11 {
67+
struct mainCompute_Input_12 {
6668
@builtin(global_invocation_id) id: vec3u,
6769
}
6870
69-
@compute @workgroup_size(16, 16, 1) fn mainCompute_0(in: mainCompute_Input_11) {
71+
@compute @workgroup_size(16, 16, 1) fn mainCompute_0(in: mainCompute_Input_12) {
7072
if (any(in.id >= sizeUniform_1)) {
7173
return;
7274
}
@@ -89,16 +91,16 @@ describe('jump flood example', () => {
8991
return fullScreenTriangle_Output_2(vec4f(pos[in.vertexIndex], 0, 1), uv[in.vertexIndex]);
9092
}
9193
92-
@group(1) @binding(0) var floodTexture_4: texture_2d<f32>;
94+
@group(0) @binding(0) var floodTexture_4: texture_2d<f32>;
9395
94-
@group(0) @binding(0) var filteringSampler_5: sampler;
96+
@group(0) @binding(1) var sampler_5: sampler;
9597
96-
struct sampleFrag_Input_6 {
98+
struct voronoiFrag_Input_6 {
9799
@location(0) uv: vec2f,
98100
}
99101
100-
@fragment fn sampleFrag_3(_arg_0: sampleFrag_Input_6) -> @location(0) vec4f {
101-
return textureSample(floodTexture_4, filteringSampler_5, _arg_0.uv);
102+
@fragment fn voronoiFrag_3(_arg_0: voronoiFrag_Input_6) -> @location(0) vec4f {
103+
return textureSample(floodTexture_4, sampler_5, _arg_0.uv);
102104
}
103105
104106
@group(0) @binding(0) var<uniform> sizeUniform_1: vec3u;

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