Rezmason
cee10bb1de
Adding glyphFlip and glyphRotation parameters.
2024-09-10 21:41:59 -07:00
Rezmason
e8be232e9b
Fixing several embarrassing bugs.
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WebGPU and REGL projects now flipY again, and they properly flip the symbolY glyph coordinate in the rain pass's fragment shader.
Switching on some older code that was disabled for FF Nightly support— it makes more sense to wait for that support as implementations finalize.
Added mipmap to images loaded into REGL project.
2022-10-11 09:25:24 -07:00
Rezmason
6986ed45f5
Removed flipY from REGL renderer's texture load function, to increase similarity between renderer implementations and rule out a sampling discrepancy
2022-10-04 21:48:21 -07:00
Rezmason
4f257b87f7
Fixed SDF math; texture dimensions were accessed before they loaded in the REGL-based renderer
2022-10-04 21:46:26 -07:00
Rezmason
fb3fb89d95
Softening the MSDF, ready to move on
2022-10-02 20:47:52 -07:00
Rezmason
51faabfbe6
Corrected the MSDF logic in the GLSL and WGSL shaders, which fixed the rendering in Chrome's software renderer.
2022-10-02 20:35:12 -07:00
Rezmason
d85594a46c
Vertically offsetting glyph columns by a random fraction of the height of a glyph when the volumetric mode is on, to prevent odd visual alignments
2022-09-30 00:11:22 -07:00
Rezmason
beb70473aa
Fixed a WebGPU sequencing issue when skipIntro=true&once=false, caused by updating the cells and intro cells in the same compute pass. The WebGPU and REGL projects are now also slightly more alike.
2022-09-25 19:43:51 -07:00
Rezmason
f07bf7bceb
Fixing a bug introduced with skipIntro
2022-09-24 21:39:05 -07:00
Rezmason
679580a394
Theatrics— first column is in the middle, next one's over to the side, then they all join in
2022-09-24 07:27:32 -07:00
Rezmason
965e21d3ba
Adding intro and skipIntro option
2022-09-24 07:27:26 -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
9ab9924294
Migrated changes to WebGPU
2022-09-16 21:08:00 -07:00
Rezmason
3fc53f1bab
Renaming shine to raindrop, which makes more sense
2022-09-16 17:01:22 -07:00
Rezmason
0d1d661401
A bit more cleanup in preparation for the reformulation
2022-09-11 23:48:43 -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
9a4c2558e7
Making it loop again.
2022-09-09 18:03:23 -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
77d6176fd5
Updating the WebGPU code to match the REGL code
2022-09-08 19:51:39 -07:00
Rezmason
a14b6db911
A couple changes on the REGL side that missed the boat
2022-09-07 23:17:37 -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
a0c1f22fd1
Updating WebGPU project to satisfy Chrome Canary
2022-08-07 19:17:22 -07:00
Rezmason
e39c26a95a
The delimiter between WGSL struct fields is now a comma, which is also the delimiter between parameters in angle brackets, so gpu-buffer needs to be a little cleverer with the lines it separates.
2022-04-30 18:16:33 -07:00
Rezmason
e8458a1304
Arithmetic assignment operators were added
2022-04-30 18:16:33 -07:00
Rezmason
dfef272246
Binding syntax changes
2022-04-30 18:16:33 -07:00
Rezmason
b56f63b74b
Fixing the asterisk glyph in the font and glyph sets.
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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
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
68ad689e1e
They removed [[block]] from WGSL struct declarations.
2021-12-14 23:01:53 -08:00
Rezmason
17b6d7b9aa
Fixing a math bug in the WGSL rain pass
2021-12-11 23:15:50 -08:00
Rezmason
508c941fcd
The glyph textures can now be rectangular, I think.
2021-12-06 22:44:18 -08:00
Rezmason
9896e2da84
Fixing a Firefox Nightly issue in the rain pass.
2021-12-05 22:58:32 -08:00
Rezmason
743ba87e86
Renaming some variables in the rainPass WGSL shader from what they were in the GLSL version.
2021-11-21 00:50:10 -08:00
Rezmason
f907c1c91b
Fixing a vague comment that got pasted to all the post processing passes.
2021-11-14 09:04:41 -08:00
Rezmason
cebd6877bb
Just learned about the private storage class. The rain pass can use it to look up the corner positions of quads, rather than derive them mathematically.
2021-11-12 00:03:06 -08:00
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.
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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
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.
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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