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.
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.
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.
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 |
|
Rezmason
|
375560d6a1
|
Fixed a math issue in the symbol UV function.
|
2021-10-30 20:30:55 -07:00 |
|
Rezmason
|
4ea6cadd2f
|
Fixing some y-flip related stuff in the rain pass fragment shader. Consolidating and changing the type of a bunch of info in the config uniform. Improving the code comments.
|
2021-10-30 20:05:07 -07:00 |
|
Rezmason
|
d8701c9408
|
Ported the rain vertex shader to wgsl.
|
2021-10-30 18:07:07 -07:00 |
|
Rezmason
|
923992660c
|
Ported the rain fragment shader to wgsl. Made a small change in both to the function that resolves the glyph symbol float to the coordinate of a glyph in the MSDF texture.
|
2021-10-30 14:49:06 -07:00 |
|
Rezmason
|
4dd0c1be50
|
Organizing shader functions' input and output types. I don't know if this is a good idea in the long run, but it seems useful in the short term.
|
2021-10-30 13:50:46 -07:00 |
|
Rezmason
|
cc75938fcb
|
Passing all the rain pass configs through a giant struct into the rain shader. I've included the compute shader fields, because I have hope that the compute pass can use the same shader module.
|
2021-10-30 13:48:28 -07:00 |
|
Rezmason
|
1516f82554
|
Adding random functions to rain render pass shader
|
2021-10-30 08:41:00 -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 |
|