Rezmason
316d740322
WGSL now requires casting before >= I guess
2022-11-01 08:07:08 -07:00
Rezmason
e8be232e9b
Fixing several embarrassing bugs.
...
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
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
9ab9924294
Migrated changes to WebGPU
2022-09-16 21:08:00 -07:00
Rezmason
a0c1f22fd1
Updating WebGPU project to satisfy Chrome Canary
2022-08-07 19:17:22 -07:00
Rezmason
e39c26a95a
The delimiter between WGSL struct fields is now a comma, which is also the delimiter between parameters in angle brackets, so gpu-buffer needs to be a little cleverer with the lines it separates.
2022-04-30 18:16:33 -07:00
Rezmason
dfef272246
Binding syntax changes
2022-04-30 18:16:33 -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
f907c1c91b
Fixing a vague comment that got pasted to all the post processing passes.
2021-11-14 09:04:41 -08:00
Rezmason
db928bbe7a
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -08:00
Rezmason
89b9f4e363
Ported all the post processing regl passes to WebGPU. Fixed the CORS stuff in loadTexture. Renamed createRenderTargetTexture to makePassFBO, to conform with the regl project. Added make1DTexture, which stripePass uses.
2021-11-06 05:03:16 -07:00