Rezmason
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928067996d
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The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
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2021-12-24 21:44:16 -08:00 |
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Rezmason
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38f29ad21b
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You can now loop the effect. It's not super great, but it ought to make it easier to create repeating backgrounds or something.
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2021-12-21 02:22:20 -08:00 |
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Rezmason
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2364bbc8bc
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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.)
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2021-12-19 12:08:31 -08:00 |
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Rezmason
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25e9f10f69
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Adding "updated" glyph set from The Matrix Resurrections, and a corresponding effect version.
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2021-12-11 22:21:24 -08:00 |
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Rezmason
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508c941fcd
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The glyph textures can now be rectangular, I think.
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2021-12-06 22:44:18 -08:00 |
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Rezmason
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786c83cca0
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More tweaks to the volumetric mode debug view.
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2021-11-08 23:04:08 -08:00 |
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Rezmason
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11bba1020d
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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.
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2021-11-08 09:29:04 -08:00 |
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Rezmason
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bade1667ad
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Making some comments in the WebGPU rainPass and changing the "effect=none" view to be easier on the eyes.
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2021-11-06 15:19:56 -07:00 |
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Rezmason
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375560d6a1
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Fixed a math issue in the symbol UV function.
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2021-10-30 20:30:55 -07:00 |
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Rezmason
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923992660c
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Ported the rain fragment shader to wgsl. Made a small change in both to the function that resolves the glyph symbol float to the coordinate of a glyph in the MSDF texture.
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2021-10-30 14:49:06 -07:00 |
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Rezmason
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94f5f1e5ec
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Rearranging the shaders and scripts to hopefully make the project easier to work on
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2021-10-29 09:27:28 -07:00 |
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