Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer

This commit is contained in:
Rezmason
2022-10-04 21:53:53 -07:00
parent 507f907096
commit 3843dd90d1
17 changed files with 28 additions and 46 deletions

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