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Cleaning up TODO. Tried adding a pixel grill to the rain pass frag shader, but it moired and it didn't look very good.
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42
TODO.txt
42
TODO.txt
@@ -2,9 +2,9 @@ TODO:
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Reformulate the basis
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Reformulate the basis
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https://buf.com/films/the-matrix-resurrections
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https://buf.com/films/the-matrix-resurrections
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Base cursors and other colors on BUF clip
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Rain pass frag's output should match its debug view output
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Show this stuff for showDebugView
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The channels get individually blurred
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Pixel grill?
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Then the other passes use the red, green and blue channels for separate things
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Tune the colors
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Tune the colors
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Maybe glow can be an SDF-derived effect instead, look into it
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Maybe glow can be an SDF-derived effect instead, look into it
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@@ -32,6 +32,7 @@ Resurrections
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MSDF
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MSDF
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They should line up in Photoshop without too much trouble, actually
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They should line up in Photoshop without too much trouble, actually
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Texture
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Texture
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Maybe give normal Matrix code a pixel grill texture
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Lighting
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Lighting
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Different parts of a streak glow at different intensities, at different times
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Different parts of a streak glow at different intensities, at different times
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The streaks often dim slower, ie. are brighter, than the glyphs beneath them
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The streaks often dim slower, ie. are brighter, than the glyphs beneath them
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@@ -59,7 +60,15 @@ WebGPU
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Switch to rgba32float somehow?
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Switch to rgba32float somehow?
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Why isn't this straightforward?
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Why isn't this straightforward?
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Support looping
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Best practices
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https://www.youtube.com/watch?v=wYAvVUFQP2M&t=1360s
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Use labels and debug groups everywhere
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Create pipelines async-await
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Use implicit pipeline layouts sparingly
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I'm using implicit pipeline layouts
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What would explicit layouts look like?
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Improve loop support
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Write an explanation of the rain pass (and include images)
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Write an explanation of the rain pass (and include images)
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Compute
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Compute
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@@ -67,35 +76,18 @@ Write an explanation of the rain pass (and include images)
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Fullscreen quad and spacial mapping
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Fullscreen quad and spacial mapping
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MSDFs
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MSDFs
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gpu-buffer, working title
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Try and use it for the palette color buffer
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Test it
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Demo it to others
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Make improvements
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Capture expected requirements down the road, make roadmap
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License it and put it somewhere else
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Zion Control's matrix variant
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Zion Control's matrix variant
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From Reloaded
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From Reloaded
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Audio
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Synthesize raindrop sound
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https://www.instagram.com/tv/CWGodRcoq7T/?utm_medium=copy_link
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Use WebAudio to mess with it
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Idea: Build a UI
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Idea: Build a UI
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Changes some uniforms
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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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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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The color palette stuff would be hard
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Experiment with varying the colors in the palette pass
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Maybe a separate palette for the non-bloom
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Maybe dim and widen the bloom
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Just make sure the changes to non-default configurations are acceptable
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Maybe try and accomplish the effect in Photoshop, to get a sense of what's going on
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Deja vu effect: flashing rows
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Deja vu effect: flashing rows
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Make them flash all the time
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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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Then use a thunder-like pattern to show and hide the flash
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gpu-buffer, working title
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Build mocha tests, example project
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Give it its own repo, microsite
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@@ -62,7 +62,7 @@ const defaults = {
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bloomStrength: 0.7, // The intensity of the bloom
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bloomStrength: 0.7, // The intensity of the bloom
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bloomSize: 0.4, // The amount the bloom calculation is scaled
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bloomSize: 0.4, // The amount the bloom calculation is scaled
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highPassThreshold: 0.1, // The minimum brightness that is still blurred
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highPassThreshold: 0.1, // The minimum brightness that is still blurred
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cycleSpeed: 0.4, // The speed glyphs change
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cycleSpeed: 0.2, // The speed glyphs change
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cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
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cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
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cycleStyleName: "cycleFasterWhenDimmed", // The way glyphs cycle, either proportional to their brightness or randomly
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cycleStyleName: "cycleFasterWhenDimmed", // The way glyphs cycle, either proportional to their brightness or randomly
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baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied
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baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied
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