TODO: WebGPU blur pass Update links in issues Try to change post processing to compute shaders once they're easier to support gpu-uniforms, working title Is this an adequate name for it? Can't it be useful for non-uniform-related things? gpu-buffer maybe? Get all the units to be the same Try and use it for the palette color buffer Test it Demo it to others Make improvements Capture expected requirements down the road, make roadmap License it and put it somewhere else 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