Rezmason
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d85594a46c
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Vertically offsetting glyph columns by a random fraction of the height of a glyph when the volumetric mode is on, to prevent odd visual alignments
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2022-09-30 00:11:22 -07:00 |
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Rezmason
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9ab9924294
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Migrated changes to WebGPU
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2022-09-16 21:08:00 -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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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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0d1d661401
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A bit more cleanup in preparation for the reformulation
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2022-09-11 23:48:43 -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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76d37fc752
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Freeing up a rain pass channel
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2022-09-06 23:23:39 -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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11bba1020d
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Changing my mind a little about how to render the "behind the scenes" version of the effect, in regular and volumetric mode.
An isometric perspective would be neat.
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2021-11-08 09:29:04 -08:00 |
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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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