@@ -282,14 +282,13 @@ Strands provides a function, `millis()`, that returns the number of milliseconds
282282
283283 function instancingCallback() {
284284
285- const MILLIS = uniformFloat(() => millis());
286285 function getAnimatedSpherePosition() {
287286 let id = instanceID();
288287 let theta = noise([id, 0.1234]) * TWO_PI;
289288 // change the particle's position
290289 // over time:
291290 let phi = noise([id, 3.321]) * PI +
292- MILLIS / 10000;
291+ millis() / 10000;
293292
294293 // Change the radius to create a more
295294 //interesting shape:
@@ -537,7 +536,6 @@ With that in mind, let's manipulate the number of texture coordinates, so that m
537536
538537 function pixelateCallback() {
539538 const pixelCountX = 50;
540- const MILLIS = uniformFloat(() => millis())
541539 filterColor.begin();
542540 const aspectRatio = filterColor.canvasSize.x /
543541 filterColor.canvasSize.y;
@@ -642,7 +640,6 @@ function bloomCallback() {
642640 }
643641
644642 function bloomCallback() {
645- const MILLIS = uniformFloat(() => millis());
646643 // Receive the original image for use
647644 // in our shader.
648645 const preBlur = uniformTexture(getOriginalImage);
@@ -755,11 +752,10 @@ For more resources on shaders, try:
755752
756753 function starShaderCallback() {
757754 const skyRadius = 250;
758- const MILLIS = uniformFloat(() => millis());
759755 function semiSphere() {
760756 let id = instanceID();
761- let theta = noise([id, 0.1234]) * TWO_PI + MILLIS / 100000;
762- let phi = noise([id, 3.321]) * PI + MILLIS / 50000;
757+ let theta = noise([id, 0.1234]) * TWO_PI + millis() / 100000;
758+ let phi = noise([id, 3.321]) * PI + millis() / 50000;
763759
764760 let r = skyRadius;
765761 r *= sin(phi);
@@ -774,7 +770,7 @@ For more resources on shaders, try:
774770 worldInputs.end();
775771
776772 objectInputs.begin();
777- let size = 1 + 0.5 * sin(MILLIS * 0.002 + instanceID());
773+ let size = 1 + 0.5 * sin(millis() * 0.002 + instanceID());
778774 objectInputs.position *= size;
779775 objectInputs.end();
780776 }
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