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TODO issues listed in one place

Git issues are for plebs!

... I'm just too lazy set up a git;
But since you're reading this though...


As of 6/10/2022

Priorities (From tasks below)

  • Composite Passes; Move Edge Detection from final.glsl to its own composite#.glsl file
    • Half Res buffer scale would be good enough for edge detection

Code Base -

  • Python Splitter Script
    • Write utility to read code and remove #if's and other pragma

General-

  • Optimizations
    • More parmeter logic
    • More #if #ifdef's
    • Move more generic math to vert stages
  • GAT DARM MIN/MAX TEXTURE BOUNDS
    • Would rotating verts around uv mid point work for finding bounds?
    • HOW DO I FIND BOUNDS OF A SPRITE TEXTURE SIZE I DON'T KNOW THE WINDOW OF???
      • What is the texture matrix even doing aside from a set scale value?
  • Look into using textureGrad, textureGather, etc. with texture offsets for sampling
    • Do these functions lower/help performance vs running texture2D() multiple times?

Terrain-

  • Color Blending at depth works poorly with greater color deltas with neighbors ( Ore Blocks; Copper Ore turns orange, Emerald Ore turns green )
    • Better color mixing at Vertex Stage for block average color
      • Weighted mixing between more common colors
    • Could run more than 5 samples for a better average
  • Impliment polsterization math
    • Better detail isolation
  • Reduce how many smoothsteps are being used
    • Add a cheapo fit'n'clamp function maybe

Shadow-

  • Write it!
    • Currently relying on Chocapic13's work Unacceptable!

Clouds-

  • Alter based on being under water

Water-

  • Write to depth buffer
  • Eye in water depth buffer indication

Composite Passes-

  • New Comp; Edge Detection
  • New Comp; Shadow Clean up
    • Already exists as composite1.glsl But not sure what could be gained with shadow specific comp
    • Shadows used in crepuscular rays could be useful as a comp, but default shadows?

Final Comp-

  • Account for Water depth buffer
    • Soften edge highlights in/past water
    • Soften glow through water