Switched glyph brightness and cycle speeds to being derived from a continuous function. Introduced a quick way to mess with code parameters.

This commit is contained in:
Rezmason
2018-09-01 00:55:32 -07:00
parent cff094fda1
commit 06fd40c408
2 changed files with 52 additions and 49 deletions

View File

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