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

View File

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

View File

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