10 Commits

Author SHA1 Message Date
Rezmason
d85594a46c 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 2022-09-30 00:11:22 -07:00
Rezmason
9ab9924294 Migrated changes to WebGPU 2022-09-16 21:08:00 -07:00
Rezmason
3fc53f1bab Renaming shine to raindrop, which makes more sense 2022-09-16 17:01:22 -07:00
Rezmason
4c6e6fd662 Removed sun shower. Thunder and ripples are now handled by a third compute shader. 2022-09-14 23:09:00 -07:00
Rezmason
0d1d661401 A bit more cleanup in preparation for the reformulation 2022-09-11 23:48:43 -07:00
Rezmason
2eb7b70926 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. 2022-09-07 22:05:03 -07:00
Rezmason
76d37fc752 Freeing up a rain pass channel 2022-09-06 23:23:39 -07:00
Rezmason
33edffc99c 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 2022-09-04 23:56:49 -07:00
Rezmason
11bba1020d 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.
2021-11-08 09:29:04 -08:00
Rezmason
94f5f1e5ec Rearranging the shaders and scripts to hopefully make the project easier to work on 2021-10-29 09:27:28 -07:00