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
3da3db61f1
Camera input and mirror effect now also work in WebGPU. Added the "once" parameter, which renders a single frame. Fixed bugs in gpu-buffer.
2022-08-11 00:08:05 -07:00
Rezmason
a0c1f22fd1
Updating WebGPU project to satisfy Chrome Canary
2022-08-07 19:17:22 -07:00
Rezmason
ad81de744d
Renamed ripples pass to mirror pass
2022-08-02 21:25:54 -07:00
Rezmason
3e301e9e58
code brightness is now intensified by the ripples. Added webcam support.
2022-08-02 09:56:13 -07:00
Rezmason
25255599aa
Replaced the sudden sine ripple with a sin(x)/x offset by elapsed time.
2022-08-02 04:12:52 -07:00
Rezmason
503c97adeb
Ripples pass now supports five simultaneous clicks; the ripples are circular, accounting for the aspect ratio; click event is handled within the ripples pass module.
2022-08-02 03:42:36 -07:00
serge
d910e2e49d
animation length
2022-08-01 19:05:51 +10:00
serge
ed2fff88a8
onclick ripple
2022-07-30 17:37:34 +10:00
serge
65d0380bde
2/3
2022-07-29 19:54:52 +10:00
serge
b64f7c247a
test
2022-07-07 19:47:44 +10:00
serge
c2eb3d0602
not bad for first time
2022-07-05 05:24:38 +10:00
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
e8458a1304
Arithmetic assignment operators were added
2022-04-30 18:16:33 -07:00
Rezmason
dfef272246
Binding syntax changes
2022-04-30 18:16:33 -07:00
Rezmason
b56f63b74b
Fixing the asterisk glyph in the font and glyph sets.
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Adding the megacity glyph to the font and added a megacity glyph set.
Fixed a bug in the rain pass's fragment shader that caused glyphs in the last column to go missing
2022-04-28 18:18:15 -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
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
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
68ad689e1e
They removed [[block]] from WGSL struct declarations.
2021-12-14 23:01:53 -08:00
Rezmason
17b6d7b9aa
Fixing a math bug in the WGSL rain pass
2021-12-11 23:15:50 -08:00
Rezmason
25e9f10f69
Adding "updated" glyph set from The Matrix Resurrections, and a corresponding effect version.
2021-12-11 22:21:24 -08:00
Rezmason
508c941fcd
The glyph textures can now be rectangular, I think.
2021-12-06 22:44:18 -08:00
Rezmason
577e94c7d1
Moving bloomPass's pyramids off of mipmaps fixes its appearance in Firefox Nightly
2021-12-06 07:34:04 -08:00
Rezmason
9896e2da84
Fixing a Firefox Nightly issue in the rain pass.
2021-12-05 22:58:32 -08:00
Rezmason
743ba87e86
Renaming some variables in the rainPass WGSL shader from what they were in the GLSL version.
2021-11-21 00:50:10 -08:00
Rezmason
29329aed7f
Messing with the weights in the WebGPU bloom pass's combine shader to better resemble what's in the regl version.
2021-11-15 01:06:10 -08:00
Rezmason
b26155d20e
Adding some more comments. Destructuring the context object in the pass modules. A little code cleanup in bloomPass. Changing the endPass sampler to be cheaper.
2021-11-15 01:05:05 -08:00
Rezmason
b0a4acdfdb
Rewrote the WebGPU bloom pass based on the classic Unreal solution of blurring and combining the levels of an image pyramid. Fixed the regl bloom pass to use the downscaled blurred mipmap levels to build the first pyramid.
2021-11-14 23:09:29 -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
7eecace634
My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it.
2021-11-13 21:25:27 -08:00
Rezmason
cebd6877bb
Just learned about the private storage class. The rain pass can use it to look up the corner positions of quads, rather than derive them mathematically.
2021-11-12 00:03:06 -08:00
Rezmason
d05cb3928d
Discovered an overlooked vertical flip I wasn't performing in the WGSL resurrection shader.
2021-11-11 21:56:44 -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
9ad655ca2e
Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.
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makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
2021-11-11 09:18:32 -08:00
Rezmason
9c861fd50b
Replacing the final copyToTexture call with a tiny render pass, so that the postprocessing passes can be compute shaders working off of storage textures instead.
2021-11-11 08:24:30 -08:00
Rezmason
6586badf42
The WebGPU rainPass now performs a high pass filter on its own fragments. I think I prefer this to a separate high pass filter, because this one is pre-blendfunc, ie. fragments will only be added to the texture if they are individually bright enough to contribute.
2021-11-09 07:08:07 -08:00
Rezmason
786c83cca0
More tweaks to the volumetric mode debug view.
2021-11-08 23:04:08 -08:00
Rezmason
11bba1020d
Changing my mind a little about how to render the "behind the scenes" version of the effect, in regular and volumetric mode.
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An isometric perspective would be neat.
2021-11-08 09:29:04 -08:00
Rezmason
1528ca39a5
Commenting out the tables and adding select to some shaders in place of the original ternary operator.
2021-11-08 03:45:06 -08:00
Rezmason
bade1667ad
Making some comments in the WebGPU rainPass and changing the "effect=none" view to be easier on the eyes.
2021-11-06 15:19:56 -07:00
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
Rezmason
f8959cd7d9
Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).
2021-11-03 20:01:59 -07:00
Rezmason
b31e70c1e1
Removing the channel override in the vertex shader.
2021-11-02 07:35:19 -07:00
Rezmason
4294932d5f
Fixed the flickering leftmost column.
2021-11-01 08:49:33 -07:00
Rezmason
348b07d237
Actually the ping-pong setup isn't necessary for this compute shader, since it does everything in-place.
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Undid all the y-flips I could find, and they all canceled one another out, except for the glyph UVs in the fragment shader.
2021-11-01 08:38:48 -07:00
Rezmason
6460f4401a
Ported the rain compute shader to wgsl. Tons of inverted-y errors abound.
2021-11-01 01:52:57 -07:00
Rezmason
1c1b1e4f03
We have ping-pong! And all the rain pass's shaders can coexist in one module! And I met and received ample help from @kainino0x and others on the WebGPU Matrix chat!
2021-11-01 00:29:16 -07:00
Rezmason
6f58882851
The MSDF stuff shouldn't be in its own uniform buffer. This is basically config stuff.
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Added a compute pass that currently does nothing while I learn how to make use of it.
2021-10-31 20:00:11 -07:00
Rezmason
53e1c5502c
There's no existing infrastructure for WGSL yet, so to clean up the shader I'm making do with some simple greps and short-term meticulousness.
2021-10-30 23:18:39 -07:00