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eric
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matrix
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c716d30808f13b0cc6859084675c0bd470db3e11
matrix
/
js
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Rezmason
c716d30808
Merged the vertex and fragment shader WGSL files, because their bindings can't collide anyhow. The rain render shader now accepts a bind group of time uniforms, which change on every frame, as well as MSDF uniforms, along with an MSDF sampler and texture that's loaded in from the PNG. The shader currently renders the correct grid of quads for volumetric mode, displays the first glyph raw in each one, and every sixty frames, turns on and off the blue channel.
2021-10-27 19:04:02 -07:00
..
bloomPass.js
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
config.js
Broke ground on webgpu version.
2021-10-27 19:04:02 -07:00
imagePass.js
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
main.js
Broke ground on webgpu version.
2021-10-27 19:04:02 -07:00
palettePass.js
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
rainPass.js
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
regl_main.js
Broke ground on webgpu version.
2021-10-27 19:04:02 -07:00
resurrectionPass.js
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
stripePass.js
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
utils.js
Removing accidental junk function from utils
2021-10-22 22:57:22 -07:00
webgpu_main.js
Merged the vertex and fragment shader WGSL files, because their bindings can't collide anyhow. The rain render shader now accepts a bind group of time uniforms, which change on every frame, as well as MSDF uniforms, along with an MSDF sampler and texture that's loaded in from the PNG. The shader currently renders the correct grid of quads for volumetric mode, displays the first glyph raw in each one, and every sixty frames, turns on and off the blue channel.
2021-10-27 19:04:02 -07:00