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eric
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matrix
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9a4c2558e714f926765d2751228a39b910321ce8
matrix
/
shaders
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glsl
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Rezmason
9a4c2558e7
Making it loop again.
2022-09-09 18:03:23 -07:00
..
blur.frag.glsl
Rearranging the shaders and scripts to hopefully make the project easier to work on
2021-10-29 09:27:28 -07:00
highPass.frag.glsl
Rearranging the shaders and scripts to hopefully make the project easier to work on
2021-10-29 09:27:28 -07:00
imagePass.frag.glsl
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
2021-12-24 21:44:16 -08:00
mirrorPass.frag.glsl
Renamed ripples pass to mirror pass
2022-08-02 21:25:54 -07:00
palettePass.frag.glsl
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
2021-12-24 21:44:16 -08:00
quiltPass.frag.glsl
rainPass now renders multiple cameras and viewports, using data from the hardware.
2021-12-19 12:08:31 -08:00
rainPass.frag.glsl
Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view
2022-09-08 23:13:52 -07:00
rainPass.shine.frag.glsl
Making it loop again.
2022-09-09 18:03:23 -07:00
rainPass.symbol.frag.glsl
Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view
2022-09-08 23:13:52 -07:00
rainPass.vert.glsl
Split the rain pass's compute shader in two, with one governing brightness and the other governing glyph cycling. This allows glyphs to randomly cycle properly, and leaves room to store new properties.
2022-09-07 22:05:03 -07:00
stripePass.frag.glsl
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
2021-12-24 21:44:16 -08:00