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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
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7
TODO.txt
7
TODO.txt
@@ -2,9 +2,10 @@ TODO:
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Revisit rain logic
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Revisit rain logic
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Rework columns to support multiple drops at once
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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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Idea 1: implement in JS, then migrate to shaders that operate on double buffer RTTs
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Remember, cycling needs to be continuous too (but then mod 1)
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Idea 2: switch to some kind of continuous noise source
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Vertex shader uses continuous function to derive UV and brightness
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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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Static mesh: Give each vertex of a glyph the same XY, different vec2 corners
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