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Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer
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14
TODO.txt
14
TODO.txt
@@ -1,18 +1,6 @@
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TODO:
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Bloom comparison: WebGPU vs REGL
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Why are they different?
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Create a project that tests them side-by-side
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That's right, two canvases, one regl and one webgpu
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program them both to do the same basic ops in a floating point texture
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display that texture
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Retrieve the texture from the GPU and spit it out
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Possible causes of difference
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Color space
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Intermediate texture formats around high pass filter
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Floating point math
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Texture interpolation
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Blur implementation
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Seems like bloom size and resolution impact the REGL and WebGPU bloom implementations differently
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Audio system
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Toggle (or number representing frequency)
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