Rezmason
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4f257b87f7
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Fixed SDF math; texture dimensions were accessed before they loaded in the REGL-based renderer
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2022-10-04 21:46:26 -07:00 |
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Rezmason
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b86b97fde9
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Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed.
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2022-10-03 23:45:56 -07:00 |
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Rezmason
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51faabfbe6
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Corrected the MSDF logic in the GLSL and WGSL shaders, which fixed the rendering in Chrome's software renderer.
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2022-10-02 20:35:12 -07:00 |
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Rezmason
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965e21d3ba
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Adding intro and skipIntro option
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2022-09-24 07:27:26 -07:00 |
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Rezmason
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e2be02c498
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Added textures to base and glint shapes.
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2022-09-17 13:51:48 -07:00 |
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Rezmason
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eddbd12c36
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Added glint brightness and contrast, makes a big difference
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2022-09-17 10:09:52 -07:00 |
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Rezmason
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9c2d6d7ed8
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Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles.
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2022-09-17 01:24:23 -07:00 |
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Rezmason
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3fc53f1bab
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Renaming shine to raindrop, which makes more sense
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2022-09-16 17:01:22 -07:00 |
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Rezmason
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6969514c9b
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The cursor channel of the rain pass is now propagated in isolation to the effect passes.
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2022-09-15 23:33:47 -07:00 |
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Rezmason
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3b456baef9
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Move brightness from the shine compute shader to the fragment shader and clean it up
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2022-09-15 21:10:33 -07:00 |
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Rezmason
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b0613f9bc3
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Removing brightness-based cycle style— I can no longer see any evidence that it occurs.
Updated the readme file
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2022-09-15 00:41:04 -07:00 |
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Rezmason
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4c6e6fd662
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Removed sun shower. Thunder and ripples are now handled by a third compute shader.
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2022-09-14 23:09:00 -07:00 |
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Rezmason
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ed49105c69
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Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view
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2022-09-08 23:13:52 -07:00 |
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Rezmason
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a14b6db911
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A couple changes on the REGL side that missed the boat
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2022-09-07 23:17:37 -07:00 |
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Rezmason
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2eb7b70926
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Split the rain pass's compute shader in two, with one governing brightness and the other governing glyph cycling. This allows glyphs to randomly cycle properly, and leaves room to store new properties.
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2022-09-07 22:05:03 -07:00 |
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Rezmason
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33edffc99c
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Removing the "resurrection" effect that mirrored the Matrix Resurrections trailers, as they aren't canon and the color channels of the output textures can be put to better use
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2022-09-04 23:56:49 -07:00 |
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Rezmason
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58e3aac143
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Replacing "logarithmic brightness" with a simple brightness-and-contrast setup. Adjusting a bunch of configs.
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2022-09-04 23:48:34 -07:00 |
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Rezmason
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38f29ad21b
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You can now loop the effect. It's not super great, but it ought to make it easier to create repeating backgrounds or something.
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2021-12-21 02:22:20 -08:00 |
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Rezmason
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1a7043a986
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Moved looking glass context logic into an "lkgHelper" module. Fixed math issues.
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2021-12-19 22:02:19 -08:00 |
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Rezmason
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2364bbc8bc
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rainPass now renders multiple cameras and viewports, using data from the hardware.
Added quiltPass (which uses holoplay’s quilting shader).
Added a holoplay effect version. (Versions can also now specify a preferred renderer.)
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2021-12-19 12:08:31 -08:00 |
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Rezmason
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508c941fcd
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The glyph textures can now be rectangular, I think.
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2021-12-06 22:44:18 -08:00 |
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Rezmason
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87c2093281
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Unifying the interfaces of regl and webgpu makePass and makePipeline.
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2021-11-09 09:17:01 -08:00 |
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Rezmason
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cf02073ff3
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Added orthographic projection and a profile angle to the volumetric mode when effects are off.
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2021-11-08 09:47:56 -08:00 |
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Rezmason
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33437a722d
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Finding ways to construct WebGPU descriptors more concisely. Moving some functions to webgpu's utils.js.
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2021-10-30 08:40:42 -07:00 |
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Rezmason
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94f5f1e5ec
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Rearranging the shaders and scripts to hopefully make the project easier to work on
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2021-10-29 09:27:28 -07:00 |
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