Skip to content

[pull] dev from mrdoob:dev #577

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 1 commit into from
Jun 6, 2025
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file modified examples/screenshots/webgpu_compute_birds.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
8 changes: 4 additions & 4 deletions examples/webgpu_compute_birds.html
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@
<script type="module">

import * as THREE from 'three';
import { uniform, varying, vec4, add, sub, max, dot, sin, mat3, uint, negate, attributeArray, cameraProjectionMatrix, cameraViewMatrix, positionLocal, modelWorldMatrix, sqrt, attribute, property, float, Fn, If, cos, Loop, Continue, normalize, instanceIndex, length } from 'three/tsl';
import { uniform, varying, vec4, add, sub, max, dot, sin, mat3, uint, negate, instancedArray, cameraProjectionMatrix, cameraViewMatrix, positionLocal, modelWorldMatrix, sqrt, attribute, property, float, Fn, If, cos, Loop, Continue, normalize, instanceIndex, length } from 'three/tsl';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

Expand Down Expand Up @@ -210,9 +210,9 @@
// Labels applied to storage nodes and uniform nodes are reflected within the shader output,
// and are useful for debugging purposes.

const positionStorage = attributeArray( positionArray, 'vec3' ).label( 'positionStorage' );
const velocityStorage = attributeArray( velocityArray, 'vec3' ).label( 'velocityStorage' );
const phaseStorage = attributeArray( phaseArray, 'float' ).label( 'phaseStorage' );
const positionStorage = instancedArray( positionArray, 'vec3' ).label( 'positionStorage' );
const velocityStorage = instancedArray( velocityArray, 'vec3' ).label( 'velocityStorage' );
const phaseStorage = instancedArray( phaseArray, 'float' ).label( 'phaseStorage' );

// The Pixel Buffer Object (PBO) is required to get the GPU computed data in the WebGL2 fallback.

Expand Down