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4 changes: 0 additions & 4 deletions src/image/filterRenderer2D.js
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,6 @@ import filterBaseVert from '../webgl/shaders/filters/base.vert';
import webgl2CompatibilityShader from '../webgl/shaders/webgl2Compatibility.glsl';
import { glslBackend } from '../webgl/strands_glslBackend';
import { getShaderHookTypes } from '../webgl/shaderHookUtils';
import noiseGLSL from '../webgl/shaders/functions/noise3DGLSL.glsl';
import { makeFilterShader } from '../core/filterShaders';

class FilterRenderer2D {
Expand Down Expand Up @@ -309,9 +308,6 @@ class FilterRenderer2D {
return this._baseFilterShader;
}

getNoiseShaderSnippet() {
return noiseGLSL;
}

/**
* Set the current filter operation and parameter. If a customShader is provided,
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2 changes: 1 addition & 1 deletion src/strands/strands_api.js
Original file line number Diff line number Diff line change
Expand Up @@ -337,7 +337,7 @@ export function initGlobalStrandsAPI(p5, fn, strandsContext) {
return originalNoise.apply(this, args); // fallback to regular p5.js noise
}
// Get noise shader snippet from the current renderer
const noiseSnippet = this._renderer.getNoiseShaderSnippet();
const noiseSnippet = strandsContext.backend.getNoiseShaderSnippet();
strandsContext.vertexDeclarations.add(noiseSnippet);
strandsContext.fragmentDeclarations.add(noiseSnippet);
strandsContext.computeDeclarations.add(noiseSnippet);
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5 changes: 0 additions & 5 deletions src/webgl/p5.RendererGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,6 @@ import { Image } from '../image/p5.Image';
import { glslBackend } from './strands_glslBackend';
import { TypeInfoFromGLSLName } from '../strands/ir_types.js';
import { getShaderHookTypes } from './shaderHookUtils';
import noiseGLSL from './shaders/functions/noise3DGLSL.glsl';

import filterBaseVert from "./shaders/filters/base.vert";
import lightingShader from "./shaders/lighting.glsl";
Expand Down Expand Up @@ -1905,10 +1904,6 @@ class RendererGL extends Renderer3D {
}
}

getNoiseShaderSnippet() {
return noiseGLSL;
}

}

function rendererGL(p5, fn) {
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4 changes: 4 additions & 0 deletions src/webgl/strands_glslBackend.js
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
import noiseGLSL from './shaders/functions/noise3DGLSL.glsl';
import { NodeType, OpCodeToSymbol, BlockType, OpCode, NodeTypeToName, isStructType, BaseType, StatementType, DataType, INSTANCE_ID_VARYING_NAME } from "../strands/ir_types";
import { getNodeDataFromID, extractNodeTypeInfo } from "../strands/ir_dag";
import * as FES from '../strands/strands_FES';
Expand Down Expand Up @@ -169,6 +170,9 @@ export const glslBackend = {
}).join(', ')}) {`;
return firstLine;
},
getNoiseShaderSnippet() {
return noiseGLSL;
},
getTypeName(baseType, dimension) {
const primitiveTypeName = TypeNames[baseType + dimension]
if (!primitiveTypeName) {
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4 changes: 0 additions & 4 deletions src/webgpu/p5.RendererWebGPU.js
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,6 @@ import { materialVertexShader, materialFragmentShader } from './shaders/material
import { fontVertexShader, fontFragmentShader } from './shaders/font';
import { blitVertexShader, blitFragmentShader } from './shaders/blit';
import { wgslBackend } from './strands_wgslBackend';
import noiseWGSL from './shaders/functions/noise3DWGSL';
import { baseFilterVertexShader, baseFilterFragmentShader } from './shaders/filters/base';
import { imageLightVertexShader, imageLightDiffusedFragmentShader, imageLightSpecularFragmentShader } from './shaders/imageLight';
import { baseComputeShader } from './shaders/compute';
Expand Down Expand Up @@ -3673,9 +3672,6 @@ ${hookUniformFields}}
return super.filter(...args);
}

getNoiseShaderSnippet() {
return noiseWGSL;
}


baseFilterShader() {
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5 changes: 5 additions & 0 deletions src/webgpu/strands_wgslBackend.js
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
import noiseWGSL from './shaders/functions/noise3DWGSL.js';
import { NodeType, OpCodeToSymbol, BlockType, OpCode, NodeTypeToName, isStructType, BaseType, StatementType, DataType, INSTANCE_ID_VARYING_NAME } from "../strands/ir_types";
import { getNodeDataFromID, extractNodeTypeInfo } from "../strands/ir_dag";
import * as FES from '../strands/strands_FES';
Expand Down Expand Up @@ -263,6 +264,10 @@ export const wgslBackend = {
}
return primitiveTypeName;
},
getNoiseShaderSnippet() {
return noiseWGSL;
},

generateHookUniformKey(name, typeInfo) {
// For sampler2D types, we don't add them to the uniform struct,
// but we still need them in the shader's hooks object so that
Expand Down