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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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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058b8189a9
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Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast
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2022-09-10 12:12:43 -07:00 |
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Rezmason
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9a4c2558e7
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Making it loop again.
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2022-09-09 18:03:23 -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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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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