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Move brightness from the shine compute shader to the fragment shader and clean it up
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18
TODO.txt
18
TODO.txt
@@ -1,18 +1,15 @@
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TODO:
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Test all the versions!
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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Rain pass frag's output should match its debug view output
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Move brightness and contrast logic to the later passes
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The channels get individually blurred
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Then the other passes use the red, green and blue channels for separate things
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red: cursor
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green: long tail
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blue: short tail
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Tune the colors
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New config properties
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The post-bloom passes should apply brightness, contrast, and handle effects
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r: cursor, g: long tail, b: short tail, a: maybe effects data goes here? we'll see
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But, the texture format beyond the rain pass is 8-bit. Something to watch out for.
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Create new, simpler default colorizer
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Config properties: Cursor color, long tail color, short tail color
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Figure out what to do with the thunder and ripple
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Tune ALL the versions!
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Find a way to support the old stuff?
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Migrate to WebGPU
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@@ -27,7 +24,6 @@ Audio system
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Randomize pitch a little?
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Playdate version
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Separate glyph cycling from brightness
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Audio system
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Falling sound
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Launch sound
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