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.

This commit is contained in:
Rezmason
2022-09-07 12:35:27 -07:00
parent 76d37fc752
commit 2eb7b70926
8 changed files with 200 additions and 139 deletions

View File

@@ -1,9 +1,18 @@
TODO:
Random cycling should actually be random
Compute shader should have separate channels for cycle and symbol
Update WebGPU
Compute shine and symbol in separate methods of compute shader
Try to identify cursors more consistently
Reformulate the basis
https://buf.com/films/the-matrix-resurrections
Base cursors and other colors on BUF clip
Show this stuff for showComputationTexture
Pixel grill?
Tune the colors
Maybe glow can be an SDF-derived effect instead, look into it
Migrate the rest of the project over
Migrate WebGPU
Audio system
Toggle (or number representing frequency)
@@ -27,21 +36,7 @@ Create a Resurrections font
Icomoon
Unicode PUA
Reformulate the basis
https://buf.com/films/the-matrix-resurrections
Why does my existing affect feel *sparser* than these?
Softer edges— base them on fwidth still, just soften them
Base cursors and other colors on BUF clip
Pixel grill?
Tighten the threshold
Tweak the colors
Maybe glow can be an SDF-derived effect instead, look into it
Migrate the rest of the project over
Migrate WebGPU
Resurrections
Support random glyph order
Support anomaly streaks
MSDF
They should line up in Photoshop without too much trouble, actually
@@ -55,8 +50,6 @@ Resurrections
Get the "normals" and color right
Note: even completely dark glyphs can have glint on their edges
"Golden hour"
Eventually improve expanded new glyph set
Make font
WebGPU
Why is it brighter than the regl version?