Commit Graph

50 Commits

Author SHA1 Message Date
Rezmason
cde709b044 Renaming paletteEntries to palette 2022-09-29 22:15:01 -07:00
Rezmason
44ce50b6d5 Updating pride and trans pride stripe colors to match what's on Wikipedia 2022-09-27 12:18:32 -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
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
3fc53f1bab Renaming shine to raindrop, which makes more sense 2022-09-16 17:01:22 -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
ec831ce6f1 Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods 2022-09-11 20:09:32 -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
a14b6db911 A couple changes on the REGL side that missed the boat 2022-09-07 23:17:37 -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
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
aabf0a32ee Double click now toggles full screen. Delayed initializing regl until the camera is set up, so its start time comes after the visitor closes the browser prompt 2022-08-02 21:39:47 -07:00
Rezmason
ad81de744d Renamed ripples pass to mirror pass 2022-08-02 21:25:54 -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
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