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Removing antialiasing, depth and stencil; setting shader precision to low. Disconnecting numRows from fall speed and tail length.
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7
TODO.txt
7
TODO.txt
@@ -3,8 +3,9 @@ TODO:
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Revisit rain logic
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Rework columns to support multiple drops at once
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Switch to some kind of continuous noise source
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And remember, cycling needs to be continuous too
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Give each glyph an XY for its four vertices, which doesn't change
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Remember, cycling needs to be continuous too (but then mod 1)
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Vertex shader uses continuous function to derive UV and brightness
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Static mesh: Give each vertex of a glyph the same XY, different vec2 corners
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@@ -12,6 +13,8 @@ Reach out to Ashley's partner about producing sounds
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Much later:
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Optimization: calculate texture derivatives on CPU, pass in as a uniform
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Optimization: simpler bloom replacement
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Dissolve threejs project into webgl project
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Maybe webgl2 project?
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Flashing row effect?
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