My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it.

This commit is contained in:
Rezmason
2021-11-13 21:22:15 -08:00
parent cebd6877bb
commit 7eecace634
5 changed files with 97 additions and 136 deletions

View File

@@ -1,7 +1,16 @@
TODO:
WebGPU
Figure out texture pyramid stuff
Idea: use mip levels to store stuff
Multiple draw calls, if level N must downsample level N - 1
Does every level HAVE to be downsampled from the previous level? Or can they all be downsampled from a single source?
What about in my case in particular? I'm blurring everything anyway.
blur pass
Switch to rgba32float somehow?
Why isn't this straightforward?
Update links in issues
Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
@@ -26,6 +35,9 @@ Resurrection
New glyphs?
Good luck with that, champ
Zion Control's matrix variant
From Reloaded
Audio
Synthesize raindrop sound
https://www.instagram.com/tv/CWGodRcoq7T/?utm_medium=copy_link