Optimize WebGL frame transforms - #17
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Pull request overview
This PR optimizes the WebGL fragment shader by moving per-frame trigonometry and transform math (rotation/zoom/travel) out of per-pixel shader execution and into CPU-computed uniforms, aiming to reduce fragment shader work without changing the public API or visual output.
Changes:
- Replace time/swirl/zoom/rotate/travel-driven per-pixel trig in the fragment shader with precomputed per-frame uniforms (
u_frameRotationSin,u_frameRotationCos,u_frameScale,u_frameTravel). - Update the WebGL renderer to compute and upload the new per-frame uniforms each render.
- Add regression assertions in tests to ensure the uniform-based transform path exists and per-pixel trig patterns are absent from the built shader source.
Reviewed changes
Copilot reviewed 2 out of 2 changed files in this pull request and generated no comments.
| File | Description |
|---|---|
| tests/library.test.mjs | Adds build-output assertions to validate the uniform-based transform path and avoid per-pixel motion trig in the fragment shader. |
| src/webgl.ts | Moves per-frame trig/transform computation into JS and updates the fragment shader + uniform plumbing accordingly. |
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Summary
Test Plan