Commit Graph

11 Commits

Author SHA1 Message Date
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
b86b97fde9 Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed. 2022-10-03 23:45:56 -07:00
Rezmason
3828203876 All colors are now color objects 2022-09-29 22:15:01 -07:00
Rezmason
67cfdcb132 Palette pass now accepts colors regardless of their color space 2022-09-29 22:15:01 -07:00
Rezmason
cde709b044 Renaming paletteEntries to palette 2022-09-29 22:15:01 -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
6969514c9b The cursor channel of the rain pass is now propagated in isolation to the effect passes. 2022-09-15 23:33:47 -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
a962a6128d Expose dither magnitude and bloom strength through URL parameters. 2021-12-24 20:02:40 -08:00
Rezmason
87c2093281 Unifying the interfaces of regl and webgpu makePass and makePipeline. 2021-11-09 09:17:01 -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