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52 lines
1.4 KiB
Plaintext
52 lines
1.4 KiB
Plaintext
TODO:
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WebGPU
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Switch post processing to compute shaders
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Do one final render pass that draws the compute shader output to the canvas texture
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This is a temporary requirement until the canvas context can be configured to generate storage textures
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blur pass
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Update links in issues
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gpu-buffer, working title
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Try and use it for the palette color buffer
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Test it
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Demo it to others
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Make improvements
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Capture expected requirements down the road, make roadmap
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License it and put it somewhere else
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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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https://www.instagram.com/tv/CWGodRcoq7T/?utm_medium=copy_link
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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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