This website requires JavaScript.
Explore
Help
Register
Sign In
eric
/
matrix
Watch
1
Star
0
Fork
0
You've already forked matrix
mirror of
https://github.com/Rezmason/matrix.git
synced
2026-04-17 05:49:30 -07:00
Code
Issues
Packages
Projects
Releases
Wiki
Activity
Files
7eecace63499544576d05aaaf078391df382dad2
matrix
/
shaders
/
wgsl
History
Rezmason
7eecace634
My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it.
2021-11-13 21:25:27 -08:00
..
blur1D.wgsl
My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it.
2021-11-13 21:25:27 -08:00
endPass.wgsl
Replacing the final copyToTexture call with a tiny render pass, so that the postprocessing passes can be compute shaders working off of storage textures instead.
2021-11-11 08:24:30 -08:00
imagePass.wgsl
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -08:00
palettePass.wgsl
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -08:00
rainPass.wgsl
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
resurrectionPass.wgsl
Discovered an overlooked vertical flip I wasn't performing in the WGSL resurrection shader.
2021-11-11 21:56:44 -08:00
stripePass.wgsl
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -08:00