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Switched glyph brightness and cycle speeds to being derived from a continuous function. Introduced a quick way to mess with code parameters.
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13
TODO.txt
13
TODO.txt
@@ -1,21 +1,14 @@
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TODO:
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Revisit rain logic
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Rework columns to support multiple drops at once
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Idea 1: implement in JS, then migrate to shaders that operate on double buffer RTTs
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Idea 2: switch to some kind of continuous noise source
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Remember, cycling needs to be continuous too (but then mod 1)
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Vertex shader uses continuous function to derive UV and brightness
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Static mesh: Give each vertex of a glyph the same XY, different vec2 corners
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Migrate rain logic to shaders that operate on double buffer RTTs
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Reach out to Ashley's partner about producing sounds
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Much later:
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Optimization: calculate texture derivatives on CPU, pass in as a uniform
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Optimization: simpler bloom replacement
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Dissolve threejs project into webgl project
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Maybe webgl2 project?
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Flashing row effect?
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More patterns?
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Symbol duplication is common
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