Move brightness from the shine compute shader to the fragment shader and clean it up

This commit is contained in:
Rezmason
2022-09-15 21:10:33 -07:00
parent b0613f9bc3
commit 3b456baef9
5 changed files with 89 additions and 81 deletions

View File

@@ -1,18 +1,15 @@
TODO:
Test all the versions!
Reformulate the basis
https://buf.com/films/the-matrix-resurrections
Rain pass frag's output should match its debug view output
Move brightness and contrast logic to the later passes
The channels get individually blurred
Then the other passes use the red, green and blue channels for separate things
red: cursor
green: long tail
blue: short tail
Tune the colors
New config properties
The post-bloom passes should apply brightness, contrast, and handle effects
r: cursor, g: long tail, b: short tail, a: maybe effects data goes here? we'll see
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!
Find a way to support the old stuff?
Migrate to WebGPU
@@ -27,7 +24,6 @@ Audio system
Randomize pitch a little?
Playdate version
Separate glyph cycling from brightness
Audio system
Falling sound
Launch sound