Problem: BibleGame had visual post-processing effects — bloom (glow around bright elements), dithering (retro pixel-art texture) — that gave the atmosphere a distinctive look. These are GPU-powered effects.
Solution: A WebGL-based post-processing pipeline that applies bloom, dither, or other effects on top of the atmospheric backgrounds.
Not included: Real-time 3D rendering or game-engine-level effects. Just screen-space post-processing on 2D backgrounds.
Expected effects:
TODO: These effects may not be worth the complexity for a reading app
TODO: Is this actually needed? The cost/benefit may not justify WebGL complexity for a Bible reader.
Implementation: Would require WebGL shaders — significant complexity for subtle visual effects.
Reference: BibleGame had custom post-processing in MonoGame.
Current: BACKLOG Milestone: v3 Priority: Very low — deferred indefinitely
Why backlog: WebGL post-processing adds significant complexity for effects most users won't notice. Native browser rendering with CSS and Canvas is sufficient. Not essential for launch or any foreseeable milestone.
Dependencies: