Commit Graph

83 Commits

Author SHA1 Message Date
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
87bd6c1681 Adding a "testFix" URL variable to help test potential fixes to open bugs in production. 2022-10-01 21:01:06 -07:00
Rezmason
2ab9699b4e Adding palette URL variable support, HSL URL variables, and RGB aliases for the existing color URL variables. 2022-09-29 22:15:01 -07:00
Rezmason
3828203876 All colors are now color objects 2022-09-29 22:15:01 -07:00
Rezmason
22dd5e8678 RGBs in config are no longer flat 2022-09-29 22:15:01 -07:00
Rezmason
67cfdcb132 Palette pass now accepts colors regardless of their color space 2022-09-29 22:15:01 -07:00
Rezmason
cde709b044 Renaming paletteEntries to palette 2022-09-29 22:15:01 -07:00
Rezmason
0475f05029 Switching the default renderer to regl for now, since some folks are seeing issues with the WebGPU renderer and I'm actively investigating its "bloom issues" (which seem to involve bloomStrength and texture/sampler differences) 2022-09-26 09:37:38 -07:00
Rezmason
965e21d3ba Adding intro and skipIntro option 2022-09-24 07:27:26 -07:00
Rezmason
fb16a9b855 Adjusting the textures, still not super happy with them but they can be replaced later 2022-09-19 20:41:23 -07:00
Rezmason
5f544091a9 Deferring the holoplay import until it's determined that it's needed. Changing the holoplay effect version a little. 2022-09-18 22:30:10 -07:00
Rezmason
b0406978d7 It's hard to tune the glint brightness and contrast 2022-09-18 19:46:26 -07:00
Rezmason
d9b68b4669 Trinity tweak and updated the readme 2022-09-17 21:06:20 -07:00
Rezmason
5feecd7b78 Brighten Trinity version 2022-09-17 13:57:31 -07:00
Rezmason
e2be02c498 Added textures to base and glint shapes. 2022-09-17 13:51:48 -07:00
Rezmason
eddbd12c36 Added glint brightness and contrast, makes a big difference 2022-09-17 10:09:52 -07:00
Rezmason
9c2d6d7ed8 Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles. 2022-09-17 01:24:23 -07:00
Rezmason
86036d9ceb The cursor color, when unspecified, now defaults to bright white if an effect is specified, rather than falling back on the colors from the versions 2022-09-16 21:37:30 -07:00
Rezmason
6969514c9b The cursor channel of the rain pass is now propagated in isolation to the effect passes. 2022-09-15 23:33:47 -07:00
Rezmason
3b456baef9 Move brightness from the shine compute shader to the fragment shader and clean it up 2022-09-15 21:10:33 -07:00
Rezmason
b0613f9bc3 Removing brightness-based cycle style— I can no longer see any evidence that it occurs.
Updated the readme file
2022-09-15 00:41:04 -07:00
Rezmason
4c6e6fd662 Removed sun shower. Thunder and ripples are now handled by a third compute shader. 2022-09-14 23:09:00 -07:00
Rezmason
c4fe2c53e4 Cleaning up TODO. Tried adding a pixel grill to the rain pass frag shader, but it moired and it didn't look very good. 2022-09-11 10:36:43 -07:00
Rezmason
058b8189a9 Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast 2022-09-10 12:12:43 -07:00
Rezmason
ed49105c69 Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view 2022-09-08 23:13:52 -07:00
Rezmason
2eb7b70926 Split the rain pass's compute shader in two, with one governing brightness and the other governing glyph cycling. This allows glyphs to randomly cycle properly, and leaves room to store new properties. 2022-09-07 22:05:03 -07:00
Rezmason
76d37fc752 Freeing up a rain pass channel 2022-09-06 23:23:39 -07:00
Rezmason
c1fa822299 Adding a "3d" version, since just turning on volumetric doesn't look particularly good with the other recent config changes. 2022-09-06 01:15:35 -07:00
Rezmason
bfa18d6926 Updated the Resurrections MSDF texture 2022-09-06 01:08:47 -07:00
Rezmason
33edffc99c Removing the "resurrection" effect that mirrored the Matrix Resurrections trailers, as they aren't canon and the color channels of the output textures can be put to better use 2022-09-04 23:56:49 -07:00
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
6aa025870c Running prettier 2022-08-07 19:17:59 -07:00
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
f0ffa6fce2 Changing back glyph edge crop, taste is subjective but symbols are getting cut off 2022-08-02 03:41:29 -07:00
serge
c2eb3d0602 not bad for first time 2022-07-05 05:24:38 +10:00
Rezmason
a4a0406826 Ran prettier. 2022-05-04 17:42:50 -07:00
Rezmason
33497270a8 Fleshing out the megacity version, and adding it to the readme 2022-04-28 18:27:01 -07:00
Rezmason
b56f63b74b Fixing the asterisk glyph in the font and glyph sets.
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
d3905387fb Adding the Game Theory ARG cipher fonts. 2021-12-26 00:20:48 -08:00
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
adada69cdf Fixes to the font configuration logic. 2021-12-21 15:13:54 -08:00
Rezmason
22f3ab4092 You can now specify the glyph font by name in the URL. 2021-12-21 15:00:15 -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
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
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
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