Rezmason
eea341f50c
Exploring ways to preserve the vanilla JS browser demo without compromising on the bundle. Experimenting with embedding images in the bundle as data URIs
2025-05-06 12:59:02 -07:00
Rezmason
237990b44c
Ran the format script
2025-05-05 08:52:35 -07:00
Rezmason
6183accac5
Repairing the bloom
2025-05-04 22:00:53 -07:00
nohren
3bc0d5d346
Matrix React component 1.0.0
2025-04-24 08:54:03 -07:00
Rezmason
4cc4d9191e
Removing some unused code from bloom
2022-11-01 08:07:34 -07:00
Rezmason
f0898e7ecf
All non-trivial shaders are now loaded from files.
2022-10-11 21:27:46 -07:00
Rezmason
b86b97fde9
Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed.
2022-10-03 23:45:56 -07:00
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
8f09fade43
Contemplating my next steps.
2021-11-02 23:20:54 -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