Torstein Grindvik
Torstein Grindvik
I feel like I've seen this in games. When a player moves about in lush, humid, swampy areas, I feel like a typical thing we see in the foreground is...
If we e.g. have a winter LUT and a spring LUT, it would be really cool to allow interpolating between them to emulate moving between the two. I don't think...
Or ice, or... stuff. The shader part of this intuitively does not sound too hard. The interesting part will be to interact with meshes.
We need to figure out a common way to turn off effects. Perhaps each effect's uniform should carry a "mix" component, which allows controlling how much of the input image...
We might not want to apply an effect to the whole input. E.g. perhaps we want to blur/pixelate/... only outer edges. So: Allow an input texture (one channel texture perhaps?)...
All effect plugins should have a `feature` such that they can be turned off. Especially when we add textures (which might be large) to this library, a user should not...
Probably need to learn a bit about colors to do this.  We can try to recreate the effect above. We would then need to blue-ify most colors.
Try other blurring kernels (and different weights). Perhaps try the shader defs feature to allow changing between this at runtime?
It would be nice to have a test which sets up `VignettePlugin` but does not add the corresponding component `Vignette`. Should be fine, but I found myself using `get_single_mut` in...