Removing antialiasing, depth and stencil; setting shader precision to low. Disconnecting numRows from fall speed and tail length.

This commit is contained in:
Rezmason
2018-08-24 22:59:08 -04:00
parent 07aa2b011f
commit 8354218748
2 changed files with 24 additions and 18 deletions

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@@ -3,8 +3,9 @@ TODO:
Revisit rain logic
Rework columns to support multiple drops at once
Switch to some kind of continuous noise source
And remember, cycling needs to be continuous too
Give each glyph an XY for its four vertices, which doesn't change
Remember, cycling needs to be continuous too (but then mod 1)
Vertex shader uses continuous function to derive UV and brightness
Static mesh: Give each vertex of a glyph the same XY, different vec2 corners
@@ -12,6 +13,8 @@ Reach out to Ashley's partner about producing sounds
Much later:
Optimization: calculate texture derivatives on CPU, pass in as a uniform
Optimization: simpler bloom replacement
Dissolve threejs project into webgl project
Maybe webgl2 project?
Flashing row effect?