Ah, there we go. Matrix rain with depth.

It's a significant tradeoff. Until this experiment, I'd kept everything 2D so I could shape everything in the fragment shader, like so:


That flexibility has to be sacrificed to do perspective projection in the vertex shader. But I see no other way. I wouldn't want to learn raymarching for this application.



I think someone proved in '07 that the whole universe can be computed by two people in a booth, who are either hungry, thirsty or full, deciding what to eat from an infinitely long sushi menu.

Of course there's no general algorithm to find the time it takes them to make up their minds.


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@rezmason they're taking their sweet time, apparently

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