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TODO.md

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  • ShaderLoader will probably be removed, or be transparent to the user
  • ~~Passing parameters to WAGNER.ShaderPass from main code
  • Correct use of textures of different dimensions along the chain
  • Multiple Composers working at the same time
  • Shaders that are not ported to WAGNER.Pass: pixelate, rgb split, different single-pass bloom
  • Shaders that haven't even been ported to WAGNER: SSAO, DOF, camera motion blur, directional blur, gamma, levels, edge detection
  • Alias definition of passes (previously loadPass()) legacy REMOVED
  • uniform reflection from GLSL source doesn't support structures (I don't even know if WebGL supports structures)
  • something is wrong with alpha: some additive effects are different when using RGB/RGBA format
  • add packed normal material
  • add uv material / uv packed material (does it make sense?)
  • add combined normal + height, uv + height materials (?)
  • add finish effects like autoawesome

References

https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js https://www.shadertoy.com/user/hornet http://devmaster.net/posts/3100/shader-effects-glow-and-bloom# https://github.com/v002/v002-FXAA/blob/master/v002.FXAA.frag https://github.com/evanw/glfx.js/tree/master/src/filters http://forum.libcinder.org/topic/glsl-beginner-photoshop-blending-modes http://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/ http://mouaif.wordpress.com/2008/06/11/crossprocessing-shader/ http://developer.amd.com/wordpress/media/2012/10/03_Clever_Shader_Tricks.pdf http://developer.amd.com/wordpress/media/2012/10/ATI_EGDC_AdvancedShaders.pdf