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:
Rezmason
2019-01-09 15:16:33 -08:00
parent 1f69d59249
commit 0c9641860a
3 changed files with 43 additions and 12 deletions

View File

@@ -27,6 +27,7 @@
const versions = {
paradise: {
texture: './coptic_msdf.png',
dropLength: 0.5,
glyphSequenceLength: 32,
bloom: {
strength: 4,
@@ -50,6 +51,7 @@
},
nightmare: {
texture: './gothic_msdf.png',
dropLength: 0.6,
glyphSequenceLength: 27,
bloom: {
strength: 2,
@@ -73,6 +75,7 @@
},
["1999"]: {
texture: './matrixcode_msdf.png',
dropLength: 1,
glyphSequenceLength: 57,
bloom: {
strength: 2,
@@ -123,6 +126,7 @@
const fallSpeed = parseFloat(getParam("fallSpeed", 1)) * version.fallSpeed;
const cycleSpeed = parseFloat(getParam("cycleSpeed", 1)) * version.cycleSpeed;
const numColumns = parseInt(getParam("width", version.numColumns));
const dropLength = parseFloat(getParam("dropLength", version.dropLength));
const numGlyphColumns = 8;
const glyphSequenceLength = version.glyphSequenceLength;
@@ -150,13 +154,17 @@
hasSun: version.hasSun,
isPolar: version.isPolar,
isSlanted: version.isSlanted,
showRTT: effect === "none",
dropLength
});
matrixRenderer.pass.renderToScreen = false;
composer.addPass( matrixRenderer.pass );
const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), version.bloom.strength, version.bloom.radius, version.bloom.threshold );
composer.addPass( bloomPass );
if (effect !== "none") {
composer.addPass( bloomPass );
}
switch (effect) {
case "plain":