From cff094fda16ce595b6d1f992640607906187d450 Mon Sep 17 00:00:00 2001 From: Rezmason Date: Thu, 30 Aug 2018 00:36:17 -0700 Subject: [PATCH] After talking with Shem, it sure sounds like it'd be easier to come up with a solution on the JS side of things and then "port" it to GPU --- TODO.txt | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/TODO.txt b/TODO.txt index 0c067da..e11a177 100644 --- a/TODO.txt +++ b/TODO.txt @@ -2,9 +2,10 @@ TODO: Revisit rain logic Rework columns to support multiple drops at once - Switch to some kind of continuous noise source - Remember, cycling needs to be continuous too (but then mod 1) - Vertex shader uses continuous function to derive UV and brightness + Idea 1: implement in JS, then migrate to shaders that operate on double buffer RTTs + Idea 2: switch to some kind of continuous noise source + 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