Rezmason
5c77e9b690
Renaming a value in highPass.frag
2021-10-22 22:57:37 -07:00
Rezmason
edc9bca0bc
Removing accidental junk function from utils
2021-10-22 22:57:22 -07:00
Rezmason
1a97861fed
Resurrections version now vertically spaces the glyphs (groan).
2021-10-22 22:57:14 -07:00
Rezmason
6d8f5ba41a
Overhauled the rainPass's support for the "operator" version of the effect. It now overrides the brightness of any glyph brighter than a threshold, which I think is a much clearer concept.
...
Also changed the way the glyphs cycle in the "operator" version, after noticing they only change once every four or five frames in the original effect.
2021-10-22 08:38:37 -07:00
Rezmason
7569246b5b
Renaming rainPass shaders, and updating TODO.
2021-10-22 00:48:49 -07:00
Rezmason
d285697640
Documenting the passes and config variables.
2021-10-20 21:50:01 -07:00
Rezmason
4c6ff879fd
Added some documentation, cleaned up some code, fleshed out the remaining work to make the project a little easier for newcomers to approach
2021-10-20 21:01:32 -07:00
Rezmason
b4bece1264
resurrectionPass wasn't waiting for its shader to load.
2021-10-20 14:00:55 -07:00
Rezmason
b2f81cdb37
Oops, fixing the URLs for the shaders
2021-10-20 13:49:50 -07:00
Rezmason
f6e12ad795
Renaming renderer to rainPass, renaming its shaders, and cleaning up the main code a little.
2021-10-20 09:58:03 -07:00
Rezmason
c85642a270
A little more cleanup in the renderer code.
2021-10-20 09:50:58 -07:00
Rezmason
28d38b032f
More code cleanup. Replacing Neapolitan ice cream stripes with trans flag stripes.
2021-10-20 09:19:06 -07:00
Rezmason
4e88f68560
Whitespace fixes.
2021-10-20 08:26:16 -07:00
Rezmason
91deea34d6
Ran all the JS through prettier.
2021-10-20 03:25:04 -07:00
Rezmason
d8a1409907
Pushed virtually all the shader source into shader files that load as assets.
2021-10-20 03:20:46 -07:00
Rezmason
39742d73f3
Shaders can now be loaded in similar to textures
2021-10-20 02:04:31 -07:00
Rezmason
5902ecc625
Renaming some variables
2021-10-20 01:13:55 -07:00
Rezmason
7ec03bbeb1
Beginning to explore adding loop support. Permitting the effect to loop makes it easier to generate looping video.
2021-10-20 00:14:49 -07:00
Rezmason
3630c6adb0
Tuning the resurrections version.
2021-10-20 00:13:55 -07:00
Rezmason
80f5aea2a3
Adding support for "resurrecting" volumetric code, which is rendered to a separate channel and can be given separate colors.
2021-09-19 21:52:04 -07:00
Rezmason
f17281ab4d
Adding notes to support some recent variations on the Matrix code rain seen in Matrix Resurrection promotional material.
2021-09-19 21:51:42 -07:00
Rezmason
70d04b2b50
Cleaned up some code in the renderer.
2021-09-12 00:51:20 -07:00
Rezmason
7910ca0553
Added backgroundColor support and improved stripe colors handling in config.
2021-09-12 00:50:51 -07:00
Rezmason
51f1b6ebf5
Updating the README.md. Renaming "threedee" to "volumetric".
2021-09-06 17:23:54 -07:00
Rezmason
99591e1186
Old and new matrix rendering now coexist.
2021-09-06 16:35:44 -07:00
Rezmason
4add0c3324
The renderer now accepts a density parameter, that multiplies the columns.
...
Glyph depth now impacts brightness.
Raindrops now move forward at a steady speed.
2021-09-05 21:58:00 -07:00
Rezmason
7973a11fd7
Added transform and camera matrices to the vertex shader. The matrix renderer's update shader now specifies a depth for every glyph.
2021-09-05 18:38:48 -07:00
Rezmason
cfc9a08dbe
Adding glMatrix to the project.
2021-09-05 15:52:54 -07:00
Rezmason
cfadbe145c
Bloom pass can now be disabled.
2021-09-05 15:52:42 -07:00
Rezmason
e570af5bc8
Glyphs now blend additively, and the renderer's output buffer is cleared before it's drawn to.
2021-09-03 22:59:35 -07:00
Rezmason
4e2c18d375
Glyphs in the renderer are now independent quads.
2021-09-03 22:34:46 -07:00
Rezmason
6708ab03a7
Came up with some performance improvements. Hopefully this will help it run better on more machines leading up to the sequel coming out.
2021-07-11 18:18:13 -07:00
Rezmason
d094f7e0b7
Added resolution parameter to config.
2021-07-11 16:34:36 -07:00
Rezmason
e214dc2e44
Update README.md
2021-02-27 19:25:05 -08:00
Rezmason
f2b29d45e0
Experimenting with a more expensive bloom.
2020-06-26 12:46:28 -07:00
Rezmason
021ade45e1
Passes now accept as input and provide as output Objects with FBOs as values. This allows passes to work with more than one input texture.
2020-06-26 12:46:28 -07:00
Rezmason
e100117d8b
Another MSDF texture improvement. I ought to make this an automated process in the future.
2020-06-26 12:46:28 -07:00
Rezmason
f065b32fe3
Improved the classic palette.
2020-06-26 12:46:18 -07:00
Rezmason
b50a39feb5
Improving the Matrix font and MSDF texture.
2020-06-26 12:39:20 -07:00
Rezmason
ed0fc5510a
Removing unused SVGs, some of which are causing filename problems on some platforms.
2020-05-29 01:00:48 -07:00
Rezmason
a48b8dffbe
Cleaned up config by moving its responsibilities into the passes
2020-01-26 13:53:19 -08:00
Rezmason
9a8638976d
Consolidating the version presets
2020-01-26 10:32:21 -08:00
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
7aaf85a345
Improving the readability of the renderer, I hope.
2020-01-24 05:50:29 -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
1d629a20c4
A couple more style tweaks.
2020-01-21 18:47:34 -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
09677e5aa4
Not sure how msdfgen submodule missed the boat
2020-01-21 03:06:03 -08:00