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Moving assets into a subdirectory.
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@@ -17,7 +17,7 @@
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- [Custom image (`url=www.website.com/picture.jpg`)](https://rezmason.github.io/matrix/?effect=image&url=https://upload.wikimedia.org/wikipedia/commons/f/f5/EagleRock.jpg)
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- [Raw compute texture (`effect=none`) (_epilepsy warning_: lots of flickering)](https://rezmason.github.io/matrix/?effect=none)
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- [The free font (TrueType).](https://github.com/Rezmason/matrix/raw/master/Matrix-Code.ttf)
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- [The free font (TrueType).](https://github.com/Rezmason/matrix/raw/master/assets/Matrix-Code.ttf)
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---
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### about
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17
TODO.txt
17
TODO.txt
@@ -2,8 +2,21 @@ TODO:
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WebGPU
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First decent rainRender
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vertex, fragment, with noise for
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data texture lookup with textureLoad
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Port render pass 100%
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For now, use noise instead of the data texture
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Get all the uniforms in
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Categorize them into buffers
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Port compute pass 100%
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Compute entry point can live in the same wgsl file, I think
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More uniforms! Categorize!
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use textureLoad for texel access in render pipeline
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Render target
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Resize accordingly
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Put in its own module
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Blur: compute or render?
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The other passes should be a breeze
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Just add them to the render bundle
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std140
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Document and share it
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Before Width: | Height: | Size: 72 KiB After Width: | Height: | Size: 72 KiB |
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Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 45 KiB |
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Before Width: | Height: | Size: 81 KiB After Width: | Height: | Size: 81 KiB |
@@ -1,19 +1,19 @@
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const fonts = {
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coptic: {
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// The script the Gnostic codices were written in
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glyphTexURL: "coptic_msdf.png",
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glyphTexURL: "assets/coptic_msdf.png",
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glyphSequenceLength: 32,
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glyphTextureColumns: 8,
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},
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gothic: {
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// The script the Codex Argenteus was written in
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glyphTexURL: "gothic_msdf.png",
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glyphTexURL: "assets/gothic_msdf.png",
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glyphSequenceLength: 27,
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glyphTextureColumns: 8,
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},
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matrixcode: {
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// The glyphs seen in the film trilogy
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glyphTexURL: "matrixcode_msdf.png",
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glyphTexURL: "assets/matrixcode_msdf.png",
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glyphSequenceLength: 57,
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glyphTextureColumns: 8,
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},
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