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Altering course. The only remaining goal of the recode is to isolate the cursor glyphs and process them separately.
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46
TODO.txt
46
TODO.txt
@@ -1,16 +1,11 @@
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TODO:
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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Rain pass frag's output should match its debug view output
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The post-bloom passes should apply brightness, contrast, and handle effects
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r: cursor, g: long tail, b: short tail, a: maybe effects data goes here? we'll see
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But, the texture format beyond the rain pass is 8-bit. Something to watch out for.
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Create new, simpler default colorizer
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Config properties: Cursor color, long tail color, short tail color
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Figure out what to do with the thunder and ripple
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Separate cursor and non-cursor parts of the code into rain pass output channels
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Downstream passes can add them or color them separately
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Add cursorColor to config
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Switch operator/resurrections/classic to this
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Tune ALL the versions!
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Find a way to support the old stuff?
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Migrate to WebGPU
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Update the README
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@@ -31,21 +26,24 @@ Playdate version
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Docking sound
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Maybe crank sounds? Not sure yet
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Resurrections
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Support anomaly streaks
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MSDF
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They should line up in Photoshop without too much trouble, actually
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Texture
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Maybe give normal Matrix code a pixel grill texture
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Lighting
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Different parts of a streak glow at different intensities, at different times
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The streaks often dim slower, ie. are brighter, than the glyphs beneath them
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Imagine they're metallic or something
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Support SDF bevel and "lights"
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https://shaderfun.com/2018/07/23/signed-distance-fields-part-8-gradients-bevels-and-noise/
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Get the "normals" and color right
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Note: even completely dark glyphs can have glint on their edges
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"Golden hour"
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Support Resurrections anomaly streaks
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Kind of like the cursor: new rain pass output channel, new config prop
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MSDF
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They should line up in Photoshop without too much trouble, actually
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Texture
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Maybe give normal Matrix code a pixel grill texture
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Lighting
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Different parts of a streak glow at different intensities, at different times
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The streaks often dim slower, ie. are brighter, than the glyphs beneath them
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Imagine they're metallic or something
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Support Resurrections SDF bevel and "lights"
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https://shaderfun.com/2018/07/23/signed-distance-fields-part-8-gradients-bevels-and-noise/
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Get the "normals" and color right
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Note: even completely dark glyphs can have glint on their edges
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"Golden hour"
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Stuff MSDF-derived normal vectors from rain pass frag into two of its output channels
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Anomaly mode toggles between this and anomaly streaks
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WebGPU
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Why is it brighter than the regl version?
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@@ -122,7 +122,6 @@ void main() {
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1.
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);
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} else {
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gl_FragColor = vec4(brightness * symbol, 0., 0., 1.);
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gl_FragColor = vec4(brightness * symbol, 0., 0., 0.);
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}
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}
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