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Renaming rainPass shaders, and updating TODO.
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32
TODO.txt
32
TODO.txt
@@ -1,37 +1,31 @@
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TODO:
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Improve forkability
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Should the OPERATOR and PARADISE specific config values still exist?
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Rename compute.frag to rain.compute
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Rename bloom tex to blur tex
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And rename bloom pass to blur pass
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Document every variable, method, and section of the main function in compute.frag
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Document every variable, method, and section of the main function in rainPass.compute
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Maybe rewrite it? Make the time based stuff easier to read?
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Write a document (and include images) that explains the underlying principle of the rain pass
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Create interactive controls?
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Is the pipeline stuff just too bizarre?
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Resurrection
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Modified glyph order?
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Post processing
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Radial hue shift
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Blue in top center
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Yellow in bottom corners
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Blurring towards the edges, like a tilt-shift effect
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Maybe adjust the bloom pass's sampling based on distance to center
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Upward glyphs?
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New glyphs?
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Good luck with that, champ
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Audio
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Synthesize raindrop sound
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Use WebAudio to mess with it
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Idea: Build a UI
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Changes some uniforms
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Effect selection would swap out the desired effect pass, somehow
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The color palette stuff would be hard
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Experiment with varying the colors in the palette pass
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@@ -44,9 +38,3 @@ Experiment with varying the colors in the palette pass
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Deja vu effect: flashing rows
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Make them flash all the time
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Then use a thunder-like pattern to show and hide the flash
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Sounds
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Raindrop sound
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Deja vu sound
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ripple sound
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And some kind of ambient sound that they play over
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@@ -59,7 +59,7 @@ export default (regl, config) => {
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wrapT: "clamp",
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type: "half float",
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});
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const computeFrag = loadText("shaders/compute.frag");
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const rainPassCompute = loadText("shaders/rainPass.Compute");
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const computeUniforms = {
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...commonUniforms,
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...extractEntries(config, [
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@@ -100,8 +100,8 @@ export default (regl, config) => {
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const msdf = loadImage(regl, config.glyphTexURL);
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const renderVert = loadText("shaders/rain.vert");
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const renderFrag = loadText("shaders/rain.frag");
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const rainPassVert = loadText("shaders/rainPass.vert");
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const rainPassFrag = loadText("shaders/rainPass.frag");
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const output = makePassFBO(regl, config.useHalfFloat);
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const renderUniforms = {
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...commonUniforms,
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@@ -166,13 +166,13 @@ export default (regl, config) => {
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primary: output,
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},
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() => {
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compute({ frag: computeFrag.text() });
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compute({ frag: rainPassCompute.text() });
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regl.clear({
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depth: 1,
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color: [0, 0, 0, 1],
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framebuffer: output,
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});
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render({ camera, transform, screenSize, vert: renderVert.text(), frag: renderFrag.text() });
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render({ camera, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
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},
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(w, h) => {
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output.resize(w, h);
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@@ -180,6 +180,6 @@ export default (regl, config) => {
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glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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},
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[msdf.loaded, computeFrag.loaded, renderVert.loaded, renderFrag.loaded]
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[msdf.loaded, rainPassCompute.loaded, rainPassVert.loaded, rainPassFrag.loaded]
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);
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};
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