Cleaning up TODO. Tried adding a pixel grill to the rain pass frag shader, but it moired and it didn't look very good.

This commit is contained in:
Rezmason
2022-09-11 10:11:38 -07:00
parent 4449b4ea2d
commit c4fe2c53e4
2 changed files with 18 additions and 26 deletions

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

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@@ -62,7 +62,7 @@ const defaults = {
bloomStrength: 0.7, // The intensity of the bloom bloomStrength: 0.7, // The intensity of the bloom
bloomSize: 0.4, // The amount the bloom calculation is scaled bloomSize: 0.4, // The amount the bloom calculation is scaled
highPassThreshold: 0.1, // The minimum brightness that is still blurred highPassThreshold: 0.1, // The minimum brightness that is still blurred
cycleSpeed: 0.4, // The speed glyphs change cycleSpeed: 0.2, // The speed glyphs change
cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling cycleFrameSkip: 1, // The global minimum number of frames between glyphs cycling
cycleStyleName: "cycleFasterWhenDimmed", // The way glyphs cycle, either proportional to their brightness or randomly cycleStyleName: "cycleFasterWhenDimmed", // The way glyphs cycle, either proportional to their brightness or randomly
baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied baseBrightness: -0.5, // The brightness of the glyphs, before any effects are applied