From 7569246b5bfd354e3c3790742672b565eccc9716 Mon Sep 17 00:00:00 2001 From: Rezmason Date: Fri, 22 Oct 2021 00:48:49 -0700 Subject: [PATCH] Renaming rainPass shaders, and updating TODO. --- TODO.txt | 32 +++++++--------------- js/rainPass.js | 12 ++++---- shaders/{compute.frag => rainPass.compute} | 0 shaders/{rain.frag => rainPass.frag} | 0 shaders/{rain.vert => rainPass.vert} | 0 5 files changed, 16 insertions(+), 28 deletions(-) rename shaders/{compute.frag => rainPass.compute} (100%) rename shaders/{rain.frag => rainPass.frag} (100%) rename shaders/{rain.vert => rainPass.vert} (100%) diff --git a/TODO.txt b/TODO.txt index b4bb4bd..e119688 100644 --- a/TODO.txt +++ b/TODO.txt @@ -1,37 +1,31 @@ TODO: - Improve forkability Should the OPERATOR and PARADISE specific config values still exist? - Rename compute.frag to rain.compute - Rename bloom tex to blur tex - And rename bloom pass to blur pass - Document every variable, method, and section of the main function in compute.frag + Document every variable, method, and section of the main function in rainPass.compute Maybe rewrite it? Make the time based stuff easier to read? Write a document (and include images) that explains the underlying principle of the rain pass - Create interactive controls? Is the pipeline stuff just too bizarre? Resurrection Modified glyph order? - - Post processing - Radial hue shift - Blue in top center - Yellow in bottom corners - Blurring towards the edges, like a tilt-shift effect - Maybe adjust the bloom pass's sampling based on distance to center - - Upward glyphs? - New glyphs? + Good luck with that, champ +Audio + Synthesize raindrop sound + Use WebAudio to mess with it + +Idea: Build a UI + Changes some uniforms + Effect selection would swap out the desired effect pass, somehow + The color palette stuff would be hard Experiment with varying the colors in the palette pass @@ -44,9 +38,3 @@ Experiment with varying the colors in the palette pass Deja vu effect: flashing rows Make them flash all the time Then use a thunder-like pattern to show and hide the flash - -Sounds - Raindrop sound - Deja vu sound - ripple sound - And some kind of ambient sound that they play over diff --git a/js/rainPass.js b/js/rainPass.js index 968004f..6ca4158 100644 --- a/js/rainPass.js +++ b/js/rainPass.js @@ -59,7 +59,7 @@ export default (regl, config) => { wrapT: "clamp", type: "half float", }); - const computeFrag = loadText("shaders/compute.frag"); + const rainPassCompute = loadText("shaders/rainPass.Compute"); const computeUniforms = { ...commonUniforms, ...extractEntries(config, [ @@ -100,8 +100,8 @@ export default (regl, config) => { // We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen const msdf = loadImage(regl, config.glyphTexURL); - const renderVert = loadText("shaders/rain.vert"); - const renderFrag = loadText("shaders/rain.frag"); + const rainPassVert = loadText("shaders/rainPass.vert"); + const rainPassFrag = loadText("shaders/rainPass.frag"); const output = makePassFBO(regl, config.useHalfFloat); const renderUniforms = { ...commonUniforms, @@ -166,13 +166,13 @@ export default (regl, config) => { primary: output, }, () => { - compute({ frag: computeFrag.text() }); + compute({ frag: rainPassCompute.text() }); regl.clear({ depth: 1, color: [0, 0, 0, 1], framebuffer: output, }); - render({ camera, transform, screenSize, vert: renderVert.text(), frag: renderFrag.text() }); + render({ camera, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() }); }, (w, h) => { output.resize(w, h); @@ -180,6 +180,6 @@ export default (regl, config) => { glMatrix.mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000); [screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1]; }, - [msdf.loaded, computeFrag.loaded, renderVert.loaded, renderFrag.loaded] + [msdf.loaded, rainPassCompute.loaded, rainPassVert.loaded, rainPassFrag.loaded] ); }; diff --git a/shaders/compute.frag b/shaders/rainPass.compute similarity index 100% rename from shaders/compute.frag rename to shaders/rainPass.compute diff --git a/shaders/rain.frag b/shaders/rainPass.frag similarity index 100% rename from shaders/rain.frag rename to shaders/rainPass.frag diff --git a/shaders/rain.vert b/shaders/rainPass.vert similarity index 100% rename from shaders/rain.vert rename to shaders/rainPass.vert