Commit Graph

26 Commits

Author SHA1 Message Date
Rezmason
8aeb156875 By default, camera features are disabled; they're opted into by URL param and browser prompt. 2022-08-02 21:23:27 -07:00
Rezmason
3e301e9e58 code brightness is now intensified by the ripples. Added webcam support. 2022-08-02 09:56:13 -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
c2eb3d0602 not bad for first time 2022-07-05 05:24:38 +10:00
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
a962a6128d Expose dither magnitude and bloom strength through URL parameters. 2021-12-24 20:02:40 -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
62e9bfea82 Click-to-fullscreen now works with Safari as well. 2021-12-19 23:24:15 -08:00
Rezmason
bdd8782619 The lkg object shouldn't be retrieved from the device or spoofed unless holoplay is enabled. 2021-12-19 22:41:10 -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
87fa3462ea Add error handling if the holoplay service cannot be reached. 2021-12-19 12:33:29 -08:00
Rezmason
2364bbc8bc rainPass now renders multiple cameras and viewports, using data from the hardware.
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
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
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
f4130013f4 Moved the makePyramid and resizePyramid methods from the regl solution's util module to bloomPass.
Adding the canvas context's preferred format to the shared pass context (named "canvasFormat").
Added a placeholder bloomPass, which the existing passes now receive input from.
2021-11-09 20:06:59 -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
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
8f09fade43 Contemplating my next steps. 2021-11-02 23:20:54 -07:00
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