Commit Graph

48 Commits

Author SHA1 Message Date
Rezmason
cee10bb1de Adding glyphFlip and glyphRotation parameters. 2024-09-10 21:41:59 -07:00
Rezmason
e8be232e9b Fixing several embarrassing bugs.
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.
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.
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.
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