mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
effect "none" now shows the bare compute texture, with a slight difference to indicate areas of high cycle speed.
Added dropLength property.
This commit is contained in:
10
index.html
10
index.html
@@ -27,6 +27,7 @@
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const versions = {
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paradise: {
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texture: './coptic_msdf.png',
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dropLength: 0.5,
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glyphSequenceLength: 32,
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bloom: {
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strength: 4,
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@@ -50,6 +51,7 @@
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},
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nightmare: {
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texture: './gothic_msdf.png',
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dropLength: 0.6,
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glyphSequenceLength: 27,
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bloom: {
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strength: 2,
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@@ -73,6 +75,7 @@
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},
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["1999"]: {
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texture: './matrixcode_msdf.png',
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dropLength: 1,
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glyphSequenceLength: 57,
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bloom: {
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strength: 2,
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@@ -123,6 +126,7 @@
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const fallSpeed = parseFloat(getParam("fallSpeed", 1)) * version.fallSpeed;
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const cycleSpeed = parseFloat(getParam("cycleSpeed", 1)) * version.cycleSpeed;
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const numColumns = parseInt(getParam("width", version.numColumns));
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const dropLength = parseFloat(getParam("dropLength", version.dropLength));
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const numGlyphColumns = 8;
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const glyphSequenceLength = version.glyphSequenceLength;
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@@ -150,13 +154,17 @@
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hasSun: version.hasSun,
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isPolar: version.isPolar,
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isSlanted: version.isSlanted,
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showRTT: effect === "none",
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dropLength
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});
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matrixRenderer.pass.renderToScreen = false;
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composer.addPass( matrixRenderer.pass );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), version.bloom.strength, version.bloom.radius, version.bloom.threshold );
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composer.addPass( bloomPass );
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if (effect !== "none") {
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composer.addPass( bloomPass );
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}
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switch (effect) {
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case "plain":
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