Altering course. The only remaining goal of the recode is to isolate the cursor glyphs and process them separately.

This commit is contained in:
Rezmason
2022-09-15 21:23:11 -07:00
parent 3b456baef9
commit 17a615eec7
2 changed files with 23 additions and 26 deletions

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@@ -1,16 +1,11 @@
TODO:
Reformulate the basis
https://buf.com/films/the-matrix-resurrections
Rain pass frag's output should match its debug view output
The post-bloom passes should apply brightness, contrast, and handle effects
r: cursor, g: long tail, b: short tail, a: maybe effects data goes here? we'll see
But, the texture format beyond the rain pass is 8-bit. Something to watch out for.
Create new, simpler default colorizer
Config properties: Cursor color, long tail color, short tail color
Figure out what to do with the thunder and ripple
Separate cursor and non-cursor parts of the code into rain pass output channels
Downstream passes can add them or color them separately
Add cursorColor to config
Switch operator/resurrections/classic to this
Tune ALL the versions!
Find a way to support the old stuff?
Migrate to WebGPU
Update the README
@@ -31,21 +26,24 @@ Playdate version
Docking sound
Maybe crank sounds? Not sure yet
Resurrections
Support anomaly streaks
MSDF
They should line up in Photoshop without too much trouble, actually
Texture
Maybe give normal Matrix code a pixel grill texture
Lighting
Different parts of a streak glow at different intensities, at different times
The streaks often dim slower, ie. are brighter, than the glyphs beneath them
Imagine they're metallic or something
Support SDF bevel and "lights"
https://shaderfun.com/2018/07/23/signed-distance-fields-part-8-gradients-bevels-and-noise/
Get the "normals" and color right
Note: even completely dark glyphs can have glint on their edges
"Golden hour"
Support Resurrections anomaly streaks
Kind of like the cursor: new rain pass output channel, new config prop
MSDF
They should line up in Photoshop without too much trouble, actually
Texture
Maybe give normal Matrix code a pixel grill texture
Lighting
Different parts of a streak glow at different intensities, at different times
The streaks often dim slower, ie. are brighter, than the glyphs beneath them
Imagine they're metallic or something
Support Resurrections SDF bevel and "lights"
https://shaderfun.com/2018/07/23/signed-distance-fields-part-8-gradients-bevels-and-noise/
Get the "normals" and color right
Note: even completely dark glyphs can have glint on their edges
"Golden hour"
Stuff MSDF-derived normal vectors from rain pass frag into two of its output channels
Anomaly mode toggles between this and anomaly streaks
WebGPU
Why is it brighter than the regl version?

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@@ -122,7 +122,6 @@ void main() {
1.
);
} else {
gl_FragColor = vec4(brightness * symbol, 0., 0., 1.);
gl_FragColor = vec4(brightness * symbol, 0., 0., 0.);
}
}