Crushed down the config, removed a ton more inessential stuff

This commit is contained in:
Rezmason
2023-08-23 11:28:29 -07:00
parent 2d97f764f5
commit d1f00e7e42
15 changed files with 323 additions and 673 deletions

View File

@@ -27,83 +27,7 @@
width: 100vw;
height: 100vh;
}
p {
color: hsl(108, 90%, 70%);
text-shadow: hsl(108, 90%, 40%) 1px 0 10px;
}
.notice {
margin-top: 10em;
animation: fadeInAnimation ease 3s;
animation-iteration-count: 1;
animation-fill-mode: forwards;
}
@keyframes fadeInAnimation {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
.pill {
display: inline-block;
background: gray;
border: 0.3em solid lightgray;
font-size: 1rem;
font-family: monospace;
color: white;
padding: 0.5em 1em;
border-radius: 2em;
min-width: 6rem;
margin: 3em;
text-decoration: none;
cursor: pointer;
text-transform: uppercase;
font-weight: bold;
}
.blue {
background: linear-gradient(skyblue, blue, black, black, darkblue);
border-color: darkblue;
color: lightblue;
}
.blue:hover {
border-color: blue;
color: white;
}
.red {
background: linear-gradient(lightpink, crimson, black, black, darkred);
border-color: darkred;
color: lightpink;
}
.red:hover {
border-color: crimson;
color: white;
}
</style>
</head>
<body>
<!--
This is an implementation of the green code seen in The Matrix film and video game franchise.
This project demonstrates five concepts:
1. Drawing to floating point frame buffer objects, or 'FBO's,
for performing computation and post-processing
2. GPU-side computation, with fragment shaders
updating two alternating FBOs
3. Rendering crisp "vector" graphics, with a multiple-channel
signed distance field (or 'MSDF')
4. Creating a blur/bloom effect from a texture pyramid
5. Color mapping with noise, to hide banding
For more information, please visit: https://github.com/Rezmason/matrix
-->
<script type="module" src="js/main.js"></script>
</body>
<body><script type="module" src="js/main.js"></script></body>
</html>