Rezmason
95b67d1dad
Detect and advise against running through SwiftShader
2022-10-02 13:20:50 -07:00
Matthias Seemann
b4c555c912
Fullscreen when added as "Bookmark" to iOS Homescreen
...
I could not tolerate the iOS status bar on top of this beautiful simulation.
That's why.
Idea: https://itnext.io/make-your-pwas-look-handsome-on-ios-fd8fdfcd5777
2022-09-24 21:45:15 +02:00
Rezmason
9ab9924294
Migrated changes to WebGPU
2022-09-16 21:08:00 -07:00
Rezmason
0d079fa924
yadda yadda doctype
2022-04-30 18:16:33 -07:00
Rezmason
d273573348
Non-module scripts are now imported through the JS. It's not pretty, but it keeps the WebGPU project from loading regl unnecessarily.
2021-11-15 08:05:31 -08:00
Rezmason
91deea34d6
Ran all the JS through prettier.
2021-10-20 03:25:04 -07:00
Rezmason
cfc9a08dbe
Adding glMatrix to the project.
2021-09-05 15:52:54 -07:00
Rezmason
99ef8bbf0a
Separated color passes into separate modules.
...
Moved main JS into its own module.
Main module now builds passes into a pipeline, based on the value of config.effect.
The passes no longer make stubs when they're not meant to be active.
Asset loading has been moved into the passes, which resolve their ready promise when they've finished loading.
2020-01-25 23:05:54 -08:00
Rezmason
05933a5dda
More cleanup
2020-01-22 13:02:08 -08:00
Rezmason
cadd769b63
More cleanup
2020-01-22 09:14:45 -08:00
Rezmason
67636db908
Adding comments, and other small adjustments
2020-01-21 12:28:08 -08:00
Rezmason
a760d6854a
Rebuilt on top of REGL.
2020-01-21 12:17:17 -08:00
Rezmason
5cea203bec
Adding bloomSize customization option, which reduces the resolution of the bloom shader pass.
2019-11-20 21:47:04 -08:00
Rezmason
5e568619fd
Renaming "throwback" and "1999" to "operator" and "classic".
2019-11-17 21:54:50 -08:00
Rezmason
cf3cc3e7ca
Added ripple effect.
2019-11-17 21:51:09 -08:00
Rezmason
d243d42e72
preventing default on touchmove to keep iOS browsers from bouncing
2019-10-27 21:46:18 -07:00
Rezmason
ec4d1878c4
Removing A-Frame alpha test from the MSDF shader. I should have known better!
2019-05-15 08:30:38 -07:00
Rezmason
c154a2f30f
Increasing "tracer" brightness envelope. Renaming fade to brightnessThreshold
2019-02-21 07:26:58 -08:00
Rezmason
020c44c301
Adjusting the height to width glyph ratio for throwback; multiplying the number of columns in throwback by that ratio, so that glyphs seem roughly the same size as in other versions. Minor color adjustment.
2019-02-20 08:47:49 -08:00
Rezmason
e0674121b6
Organized the version parameters. Combined font data together.
2019-02-18 21:49:05 -08:00
Rezmason
0a1f79dcd6
The "throwback" version is looking better.
2019-02-18 21:19:07 -08:00
Rezmason
79ff5f5cff
Color palettes are now raw objects.
2019-02-18 20:56:43 -08:00
Rezmason
92a75d387c
Added "Throwback" matrix version, an attempt at recreating the effect as it appears in the original movie's opening titles.
2019-02-18 17:28:28 -08:00
Rezmason
5528592754
Adding glyphHeightToWidth, glyphEdgeCrop, fade and cycleStyle parameters.
2019-02-18 17:26:02 -08:00
Rezmason
d03cd685e1
- Added "slant" param to readme
...
- getParam now supports synonyms
- Renamed "dropLength" URL param to "raindropLength", keeping around support for dropLength URL param
- Renamed "texture" to "fontTexture"
- Changed "isSlanted" boolean to "slant" angle, adding slant/angle URL param, converted from degrees to radians
- Renamed "numGlyphColumns" to "numFontColumns"
- Renamed "showRTT" to "showComputationTexture"
- Random glyphs are now based on a simple sine scramble
- Renaming "now" and "delta" to "time" and "deltaTime"
- glyphCycleSpeed is no longer premultiplied; it is now a number between 0 and 1, much easier to visualize
2019-02-17 18:42:08 -08:00
Rezmason
7d34f00dde
Minor tweaks
2019-01-15 23:55:50 -08:00
Rezmason
0c9641860a
effect "none" now shows the bare compute texture, with a slight difference to indicate areas of high cycle speed.
...
Added dropLength property.
2019-01-09 15:16:33 -08:00
Rezmason
1f69d59249
Breaking temporality in the color map pass graininess.
...
Adding a more finely tuned color map for 1999
2018-12-27 02:39:04 -08:00
Rezmason
99916efbf1
Figured out how to make the nightmare matrix code slanted.
2018-09-11 21:11:01 -07:00
Rezmason
f303051b1d
I was forgetting to set the size of the composer
2018-09-11 18:23:45 -07:00
Rezmason
e61f96e614
Added paradise version. Added Coptic text texture. Added polar coordinate and "sun" support to the renderer.
2018-09-09 17:18:07 -07:00
Rezmason
a8dcc52c8e
Fixing the shader on mobile devices(?)
2018-09-08 18:25:33 -07:00
Rezmason
33b7f58ac1
Adding nightmare matrix support
2018-09-08 08:27:12 -07:00
Rezmason
a287bccd1c
Replaced MatrixGeometry and MatrixMaterial with MatrixRenderer. Got rid of a,b,c variables.
2018-09-05 15:28:01 -07:00
Rezmason
515ee07b43
Adding GPUComputationRenderer to project. Adding gpgpu_example HTML as a reference.
2018-09-05 00:47:46 -07:00
Rezmason
7bf43539c1
Added noise to coloration passes, removed film grain pass. Added ImageOverlayPass option; effect can be specified in URL variables.
2018-09-04 01:01:03 -07:00
Rezmason
a644133c1e
Moved some more code out of index.html
2018-09-03 00:28:13 -07:00
Rezmason
118b5a69ef
Moving Matrix material into its own file
2018-09-03 00:18:25 -07:00
Rezmason
f491d45565
More computation adjustments. Pretty happy with this.
2018-09-03 00:18:11 -07:00
Rezmason
06fd40c408
Switched glyph brightness and cycle speeds to being derived from a continuous function. Introduced a quick way to mess with code parameters.
2018-09-02 00:31:01 -07:00
Rezmason
8354218748
Removing antialiasing, depth and stencil; setting shader precision to low. Disconnecting numRows from fall speed and tail length.
2018-08-29 19:26:15 -07:00
Rezmason
8c60365279
Initial commit
2018-08-23 17:30:39 -04:00