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