Rezmason
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3843dd90d1
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Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer
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2022-10-04 21:53:53 -07:00 |
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Rezmason
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b86b97fde9
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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.
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2022-10-03 23:45:56 -07:00 |
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Rezmason
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3828203876
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All colors are now color objects
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2022-09-29 22:15:01 -07:00 |
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Rezmason
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67cfdcb132
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Palette pass now accepts colors regardless of their color space
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2022-09-29 22:15:01 -07:00 |
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Rezmason
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cde709b044
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Renaming paletteEntries to palette
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2022-09-29 22:15:01 -07:00 |
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Rezmason
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9c2d6d7ed8
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Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles.
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2022-09-17 01:24:23 -07:00 |
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Rezmason
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6969514c9b
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The cursor channel of the rain pass is now propagated in isolation to the effect passes.
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2022-09-15 23:33:47 -07:00 |
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Rezmason
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928067996d
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The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
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2021-12-24 21:44:16 -08:00 |
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Rezmason
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a962a6128d
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Expose dither magnitude and bloom strength through URL parameters.
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2021-12-24 20:02:40 -08:00 |
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Rezmason
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87c2093281
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Unifying the interfaces of regl and webgpu makePass and makePipeline.
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2021-11-09 09:17:01 -08:00 |
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Rezmason
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94f5f1e5ec
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Rearranging the shaders and scripts to hopefully make the project easier to work on
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2021-10-29 09:27:28 -07:00 |
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