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Split the rain pass's compute shader in two, with one governing brightness and the other governing glyph cycling. This allows glyphs to randomly cycle properly, and leaves room to store new properties.
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31
TODO.txt
31
TODO.txt
@@ -1,9 +1,18 @@
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TODO:
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Random cycling should actually be random
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Compute shader should have separate channels for cycle and symbol
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Update WebGPU
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Compute shine and symbol in separate methods of compute shader
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Try to identify cursors more consistently
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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Base cursors and other colors on BUF clip
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Show this stuff for showComputationTexture
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Pixel grill?
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Tune the colors
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Maybe glow can be an SDF-derived effect instead, look into it
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Migrate the rest of the project over
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Migrate WebGPU
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Audio system
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Toggle (or number representing frequency)
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@@ -27,21 +36,7 @@ Create a Resurrections font
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Icomoon
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Unicode PUA
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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Why does my existing affect feel *sparser* than these?
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Softer edges— base them on fwidth still, just soften them
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Base cursors and other colors on BUF clip
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Pixel grill?
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Tighten the threshold
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Tweak the colors
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Maybe glow can be an SDF-derived effect instead, look into it
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Migrate the rest of the project over
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Migrate WebGPU
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Resurrections
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Support random glyph order
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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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@@ -55,8 +50,6 @@ Resurrections
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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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Eventually improve expanded new glyph set
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Make font
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WebGPU
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Why is it brighter than the regl version?
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