From 17a615eec711683c1315efa86f2cc248fb89a74c Mon Sep 17 00:00:00 2001 From: Rezmason Date: Thu, 15 Sep 2022 21:23:11 -0700 Subject: [PATCH] Altering course. The only remaining goal of the recode is to isolate the cursor glyphs and process them separately. --- TODO.txt | 46 ++++++++++++++++----------------- shaders/glsl/rainPass.frag.glsl | 3 +-- 2 files changed, 23 insertions(+), 26 deletions(-) diff --git a/TODO.txt b/TODO.txt index 359efc7..9cebec1 100644 --- a/TODO.txt +++ b/TODO.txt @@ -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? diff --git a/shaders/glsl/rainPass.frag.glsl b/shaders/glsl/rainPass.frag.glsl index 39efe49..87e9abe 100644 --- a/shaders/glsl/rainPass.frag.glsl +++ b/shaders/glsl/rainPass.frag.glsl @@ -122,7 +122,6 @@ void main() { 1. ); } else { - gl_FragColor = vec4(brightness * symbol, 0., 0., 1.); + gl_FragColor = vec4(brightness * symbol, 0., 0., 0.); } - }