75 Commits

Author SHA1 Message Date
Rezmason
cee10bb1de Adding glyphFlip and glyphRotation parameters. 2024-09-10 21:41:59 -07:00
Rezmason
4cc4d9191e Removing some unused code from bloom 2022-11-01 08:07:34 -07:00
Rezmason
316d740322 WGSL now requires casting before >= I guess 2022-11-01 08:07:08 -07:00
Rezmason
acc21ef1f4 Separated cursor and glint intensities from their colors, which can now safely reside in their color spaces. 2022-11-01 08:05:48 -07:00
Rezmason
e8be232e9b Fixing several embarrassing bugs.
WebGPU and REGL projects now flipY again, and they properly flip the symbolY glyph coordinate in the rain pass's fragment shader.
Switching on some older code that was disabled for FF Nightly support— it makes more sense to wait for that support as implementations finalize.
Added mipmap to images loaded into REGL project.
2022-10-11 09:25:24 -07:00
Rezmason
3843dd90d1 Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer 2022-10-04 21:53:53 -07:00
Rezmason
6986ed45f5 Removed flipY from REGL renderer's texture load function, to increase similarity between renderer implementations and rule out a sampling discrepancy 2022-10-04 21:48:21 -07:00
Rezmason
4f257b87f7 Fixed SDF math; texture dimensions were accessed before they loaded in the REGL-based renderer 2022-10-04 21:46:26 -07:00
Rezmason
fb3fb89d95 Softening the MSDF, ready to move on 2022-10-02 20:47:52 -07:00
Rezmason
51faabfbe6 Corrected the MSDF logic in the GLSL and WGSL shaders, which fixed the rendering in Chrome's software renderer. 2022-10-02 20:35:12 -07:00
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
22dd5e8678 RGBs in config are no longer flat 2022-09-29 22:15:01 -07:00
Rezmason
beb70473aa Fixed a WebGPU sequencing issue when skipIntro=true&once=false, caused by updating the cells and intro cells in the same compute pass. The WebGPU and REGL projects are now also slightly more alike. 2022-09-25 19:43:51 -07:00
Rezmason
f07bf7bceb Fixing a bug introduced with skipIntro 2022-09-24 21:39:05 -07:00
Rezmason
679580a394 Theatrics— first column is in the middle, next one's over to the side, then they all join in 2022-09-24 07:27:32 -07:00
Rezmason
965e21d3ba Adding intro and skipIntro option 2022-09-24 07:27:26 -07:00
Rezmason
e2be02c498 Added textures to base and glint shapes. 2022-09-17 13:51:48 -07:00
Rezmason
eddbd12c36 Added glint brightness and contrast, makes a big difference 2022-09-17 10:09:52 -07:00
Rezmason
9c2d6d7ed8 Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles. 2022-09-17 01:24:23 -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
0d1d661401 A bit more cleanup in preparation for the reformulation 2022-09-11 23:48:43 -07:00
Rezmason
058b8189a9 Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast 2022-09-10 12:12:43 -07:00
Rezmason
9a4c2558e7 Making it loop again. 2022-09-09 18:03:23 -07:00
Rezmason
ed49105c69 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 2022-09-08 23:13:52 -07:00
Rezmason
77d6176fd5 Updating the WebGPU code to match the REGL code 2022-09-08 19:51:39 -07:00
Rezmason
a14b6db911 A couple changes on the REGL side that missed the boat 2022-09-07 23:17:37 -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
58e3aac143 Replacing "logarithmic brightness" with a simple brightness-and-contrast setup. Adjusting a bunch of configs. 2022-09-04 23:48:34 -07:00
Rezmason
3da3db61f1 Camera input and mirror effect now also work in WebGPU. Added the "once" parameter, which renders a single frame. Fixed bugs in gpu-buffer. 2022-08-11 00:08:05 -07:00
Rezmason
a0c1f22fd1 Updating WebGPU project to satisfy Chrome Canary 2022-08-07 19:17:22 -07:00
Rezmason
e39c26a95a The delimiter between WGSL struct fields is now a comma, which is also the delimiter between parameters in angle brackets, so gpu-buffer needs to be a little cleverer with the lines it separates. 2022-04-30 18:16:33 -07:00
Rezmason
e8458a1304 Arithmetic assignment operators were added 2022-04-30 18:16:33 -07:00
Rezmason
dfef272246 Binding syntax changes 2022-04-30 18:16:33 -07:00
Rezmason
b56f63b74b Fixing the asterisk glyph in the font and glyph sets.
Adding the megacity glyph to the font and added a megacity glyph set.
Fixed a bug in the rain pass's fragment shader that caused glyphs in the last column to go missing
2022-04-28 18:18:15 -07:00
Rezmason
928067996d The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect. 2021-12-24 21:44:16 -08:00
Rezmason
38f29ad21b You can now loop the effect. It's not super great, but it ought to make it easier to create repeating backgrounds or something. 2021-12-21 02:22:20 -08:00
Rezmason
68ad689e1e They removed [[block]] from WGSL struct declarations. 2021-12-14 23:01:53 -08:00
Rezmason
17b6d7b9aa Fixing a math bug in the WGSL rain pass 2021-12-11 23:15:50 -08:00
Rezmason
508c941fcd The glyph textures can now be rectangular, I think. 2021-12-06 22:44:18 -08:00
Rezmason
577e94c7d1 Moving bloomPass's pyramids off of mipmaps fixes its appearance in Firefox Nightly 2021-12-06 07:34:04 -08:00
Rezmason
9896e2da84 Fixing a Firefox Nightly issue in the rain pass. 2021-12-05 22:58:32 -08:00
Rezmason
743ba87e86 Renaming some variables in the rainPass WGSL shader from what they were in the GLSL version. 2021-11-21 00:50:10 -08:00
Rezmason
29329aed7f Messing with the weights in the WebGPU bloom pass's combine shader to better resemble what's in the regl version. 2021-11-15 01:06:10 -08:00
Rezmason
b26155d20e Adding some more comments. Destructuring the context object in the pass modules. A little code cleanup in bloomPass. Changing the endPass sampler to be cheaper. 2021-11-15 01:05:05 -08:00
Rezmason
b0a4acdfdb Rewrote the WebGPU bloom pass based on the classic Unreal solution of blurring and combining the levels of an image pyramid. Fixed the regl bloom pass to use the downscaled blurred mipmap levels to build the first pyramid. 2021-11-14 23:09:29 -08:00
Rezmason
f907c1c91b Fixing a vague comment that got pasted to all the post processing passes. 2021-11-14 09:04:41 -08:00
Rezmason
7eecace634 My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it. 2021-11-13 21:25:27 -08:00
Rezmason
cebd6877bb Just learned about the private storage class. The rain pass can use it to look up the corner positions of quads, rather than derive them mathematically. 2021-11-12 00:03:06 -08:00
Rezmason
d05cb3928d Discovered an overlooked vertical flip I wasn't performing in the WGSL resurrection shader. 2021-11-11 21:56:44 -08:00