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

This commit is contained in:
Rezmason
2018-08-30 00:36:17 -07:00
parent 8354218748
commit cff094fda1

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