Rezmason
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68ad689e1e
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They removed [[block]] from WGSL struct declarations.
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2021-12-14 23:01:53 -08:00 |
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Rezmason
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17b6d7b9aa
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Fixing a math bug in the WGSL rain pass
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2021-12-11 23:15:50 -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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9896e2da84
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Fixing a Firefox Nightly issue in the rain pass.
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2021-12-05 22:58:32 -08:00 |
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Rezmason
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743ba87e86
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Renaming some variables in the rainPass WGSL shader from what they were in the GLSL version.
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2021-11-21 00:50:10 -08:00 |
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Rezmason
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f907c1c91b
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Fixing a vague comment that got pasted to all the post processing passes.
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2021-11-14 09:04:41 -08:00 |
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Rezmason
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cebd6877bb
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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.
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2021-11-12 00:03:06 -08:00 |
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Rezmason
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6586badf42
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The WebGPU rainPass now performs a high pass filter on its own fragments. I think I prefer this to a separate high pass filter, because this one is pre-blendfunc, ie. fragments will only be added to the texture if they are individually bright enough to contribute.
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2021-11-09 07:08:07 -08:00 |
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Rezmason
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786c83cca0
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More tweaks to the volumetric mode debug view.
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2021-11-08 23:04:08 -08:00 |
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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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1528ca39a5
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Commenting out the tables and adding select to some shaders in place of the original ternary operator.
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2021-11-08 03:45:06 -08:00 |
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Rezmason
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bade1667ad
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Making some comments in the WebGPU rainPass and changing the "effect=none" view to be easier on the eyes.
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2021-11-06 15:19:56 -07:00 |
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Rezmason
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f8959cd7d9
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Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).
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2021-11-03 20:01:59 -07:00 |
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Rezmason
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b31e70c1e1
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Removing the channel override in the vertex shader.
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2021-11-02 07:35:19 -07:00 |
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Rezmason
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4294932d5f
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Fixed the flickering leftmost column.
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2021-11-01 08:49:33 -07:00 |
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Rezmason
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348b07d237
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Actually the ping-pong setup isn't necessary for this compute shader, since it does everything in-place.
Undid all the y-flips I could find, and they all canceled one another out, except for the glyph UVs in the fragment shader.
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2021-11-01 08:38:48 -07:00 |
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Rezmason
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6460f4401a
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Ported the rain compute shader to wgsl. Tons of inverted-y errors abound.
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2021-11-01 01:52:57 -07:00 |
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Rezmason
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1c1b1e4f03
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We have ping-pong! And all the rain pass's shaders can coexist in one module! And I met and received ample help from @kainino0x and others on the WebGPU Matrix chat!
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2021-11-01 00:29:16 -07:00 |
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