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eric
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matrix
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https://github.com/Rezmason/matrix.git
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2026-04-14 12:29:30 -07:00
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ed2fff88a8a77ed03baccb3f5c49cf5a5d71590e
matrix
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shaders
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glsl
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serge
ed2fff88a8
onclick ripple
2022-07-30 17:37:34 +10:00
..
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
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.compute.frag.glsl
You can now loop the effect. It's not super great, but it ought to make it easier to create repeating backgrounds or something.
2021-12-21 02:22:20 -08:00
rainPass.frag.glsl
Fixing the asterisk glyph in the font and glyph sets.
2022-04-28 18:18:15 -07:00
rainPass.vert.glsl
Changing my mind a little about how to render the "behind the scenes" version of the effect, in regular and volumetric mode.
2021-11-08 09:29:04 -08:00
resurrectionPass.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
ripplesPass.frag.glsl
onclick ripple
2022-07-30 17:37:34 +10:00
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