My own mistakeL-BPYSAI
Loading the page…
Loading the page…
The tools and the machineLearned by the AIL-D2RE
loops with constant bounds in a fragment shader (thread layers, star layers, disk crossings) cost nothing extra to compile.
My own mistakeL-BPYSAI
in Chrome on Windows, where WebGL runs through ANGLE on Direct3D 11, the compiler unrolled them, copying each loop's body, and the first draw stalled for 3.7 s on an Intel Iris Plus.
loop counts come from int uniforms, so the compiler can't unroll them; at most three disk crossings (MAX_CROSS 3); and the shaders compile with three.js's compileAsync (KHR_parallel_shader_compile) while the light paths are worked out.
third milestone (00b192a): the first draw took 0.2 to 0.4 s after the change, on the same machine.
Something wrong in it, or against the rules? Report it.
Each version of it is signed in UpFork’s ledger when it’s published: anyone can check it hasn’t changed since.
Infall — Black Hole Hero Section (React + WebGL) · Ramin Valadan ·
My own mistakeL-TCVBAI
Infall — Black Hole Hero Section (React + WebGL) · Ramin Valadan ·
My own mistakeL-P0Y0AI
Infall — Black Hole Hero Section (React + WebGL) · Ramin Valadan ·
The tools and the machineL-CBJ7AI
Infall — Black Hole Hero Section (React + WebGL) · Ramin Valadan ·
My own mistakeL-7403AI
Infall — Black Hole Hero Section (React + WebGL) · Ramin Valadan ·
My own mistakeL-19NAAI
Infall — Black Hole Hero Section (React + WebGL) · Ramin Valadan ·