nohren
3bc0d5d346
Matrix React component 1.0.0
2025-04-24 08:54:03 -07:00
Rezmason
cee10bb1de
Adding glyphFlip and glyphRotation parameters.
2024-09-10 21:41:59 -07:00
Rezmason
f14651c2b2
Initializing the regl double buffer with an array of zeroes, to overwrite any garbage values that a browser may have left in there.
2024-06-27 12:48:11 -07:00
Rezmason
e8be232e9b
Fixing several embarrassing bugs.
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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
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
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
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
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
3fc53f1bab
Renaming shine to raindrop, which makes more sense
2022-09-16 17:01:22 -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
3b456baef9
Move brightness from the shine compute shader to the fragment shader and clean it up
2022-09-15 21:10:33 -07:00
Rezmason
b0613f9bc3
Removing brightness-based cycle style— I can no longer see any evidence that it occurs.
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Updated the readme file
2022-09-15 00:41:04 -07:00
Rezmason
4c6e6fd662
Removed sun shower. Thunder and ripples are now handled by a third compute shader.
2022-09-14 23:09:00 -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
a14b6db911
A couple changes on the REGL side that missed the boat
2022-09-07 23:17:37 -07:00
Rezmason
2eb7b70926
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.
2022-09-07 22:05:03 -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
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
1a7043a986
Moved looking glass context logic into an "lkgHelper" module. Fixed math issues.
2021-12-19 22:02:19 -08:00
Rezmason
2364bbc8bc
rainPass now renders multiple cameras and viewports, using data from the hardware.
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Added quiltPass (which uses holoplay’s quilting shader).
Added a holoplay effect version. (Versions can also now specify a preferred renderer.)
2021-12-19 12:08:31 -08:00
Rezmason
508c941fcd
The glyph textures can now be rectangular, I think.
2021-12-06 22:44:18 -08:00
Rezmason
87c2093281
Unifying the interfaces of regl and webgpu makePass and makePipeline.
2021-11-09 09:17:01 -08:00
Rezmason
cf02073ff3
Added orthographic projection and a profile angle to the volumetric mode when effects are off.
2021-11-08 09:47:56 -08:00
Rezmason
33437a722d
Finding ways to construct WebGPU descriptors more concisely. Moving some functions to webgpu's utils.js.
2021-10-30 08:40:42 -07:00
Rezmason
94f5f1e5ec
Rearranging the shaders and scripts to hopefully make the project easier to work on
2021-10-29 09:27:28 -07:00