TODO: WebGPU First decent rainRender What's wrong with the other font textures? Port compute pass 100% Compute entry point can live in the same wgsl file, I think use textureLoad for texel access in render pipeline Reorder the config fields Render target Resize accordingly Put in its own module Blur: compute or render? The other passes should be a breeze Just add them to the render bundle Update links in issues std140 Document and share it Write an explanation of the rain pass (and include images) Compute Volumetric quads Fullscreen quad and spacial mapping MSDFs Support looping Resurrection Modified glyph order? New glyphs? Good luck with that, champ Audio Synthesize raindrop sound Use WebAudio to mess with it Idea: Build a UI Changes some uniforms Effect selection would swap out the desired effect pass, somehow The color palette stuff would be hard Experiment with varying the colors in the palette pass Maybe a separate palette for the non-bloom Maybe dim and widen the bloom Just make sure the changes to non-default configurations are acceptable Maybe try and accomplish the effect in Photoshop, to get a sense of what's going on Deja vu effect: flashing rows Make them flash all the time Then use a thunder-like pattern to show and hide the flash