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mirror of https://github.com/Rezmason/matrix.git synced 2026-04-14 12:29:30 -07:00
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db928bbe7a3fcb65f44018180ae3b3c2d1dc2996
matrix/shaders/wgsl
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Rezmason db928bbe7a All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -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
The WebGPU rainPass now performs a high pass filter on its own fragments. I think I prefer this to a separate high pass filter, because this one is pre-blendfunc, ie. fragments will only be added to the texture if they are individually bright enough to contribute.
2021-11-09 07:08:07 -08:00
resurrectionPass.wgsl
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -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
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